COMPLETE GUIDE TO OVER 200 JUMBO HARD DRIVES!
COMPUTE
JULY 1991
TIPS FOR TECH SUPP
"THE BODY SILICON
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Circle Reader Service Number 143 ces
64/128 VIEW
T OM
NES Tt (SSE
n the recent Readership Survey, I
asked you how you use your com-
puters. Personal home finances,
games, education, and word pro-
cessing are the big four computing ac-
tivities among Gazette readers.
Programming and using databases
and other application programs for
home or office also are popular.
Some of you went into detail
about how your 64 or 128 plays an
important part in your daily activities.
One reader in Maine had quite a list:
letters, labels, budget on a spread-
sheet, stamp inventory, household in-
ventory, name-and-address databases,
family newsletter, games, family tree,
greeting cards, horoscopes, bio-
rhythms, amortization schedules, and
Christmas name tags with a graphic
clue as to the contents of the package.
“With all this and more, who needs
an Amiga?” he asked.
A reader from Kansas City, Mis-
souri, who’s employed by a large
greeting card company uses three 128s
and nine disk drives at home to sup-
port his work at the office. GEOS han-
dles about 99 percent of his chores.
We received surveys from all
across the country, Mexico, and Cana-
da, plus a good number from Austral-
ia and New Zealand, A subscriber in
Sweden had trouble finding software
for his 128 until he discovered Ga-
zette and started buying items by mail.
He uses his computer to keep track of
the addresses of friends and relatives
and members of his radio club. He
says his 128 is also useful for creating
party and fox-hunting invitations.
A good many use the 64 for inter-
esting and unusual applications. One
Canadian reader uses his to pick lot-
tery numbers, although he didn’t say
if it helped select winning numbers.
Another reader has two 64s at work
connected to a magnetic-strip reader
that controls the electronic locks on
two doors. These security-conscious
computers have been on the job 24
hours a day since 1985.
If you put your 64 or 128 to an
unusual use, why not tell us about it?
Describe your application in 500
words or less and send it to me on
disk (Commodore ASCII) or printed
double-spaced. I’ll print the more in-
teresting items in this column or ina
separate article. Be sure to include
your name, address, and telephone
number, preferably one where you can
be reached during the day. Send them
to Gazette Editor, COMPUTE Publi-
cations, 324 West Wendover Avenue,
Suite 200, Greensboro, North Caroli-
na 27408.
In the survey, I also asked you
what you'd like to see in Gazette in
the way of articles and programs.
Your suggestions covered everything
from more beginner material to more
advanced programming information.
Some wanted more games, while oth-
ers asked for anything but games. Re-
quests covered the software spectrum.
Games are popular, but many of
you want more application software.
You want programs that will make
your life simpler, tackle some job
around the home or office, or control
appliances. There were many requests
for programs that you could use with
hobbies, such as amateur radio, pho-
tography, or baseball cards.
In June we published CoilCalc, a
CAD program for designing coils for
electronic circuits. We liked CoilCalc
but felt it would appeal only to ham
radio operators. I would appreciate
your comments on this type of pro-
gram. Should we publish similar niche
applications or stick to programs with
more universal appeal?
GEOS is another area of strong
interest. Since many of you asked for
GEOS-related programs and articles,
I’m seeking qualified writers and pro-
grammers to supply material. Several
GEOS columns are already in the
works and should be ready soon.
Here’s your chance, program-
mers. Games, GEOS programs, and
application software for the 64—and
especially the 128—are in big de-
mand. Send your programs, with in-
structions printed out and saved on
disk, to Gazette Submissions Review-
er at the above address. We want to
purchase and publish your programs. O
JU Lay,
CONTENTS
64/128 View G-1
TOM NETSEL
How do you put your 64/128
to use around the home or
office? Write and share your
interesting and unusual uses
with other Gazette readers.
News & Notes G-2
EDITORS
New products for GEOS, new
features on Quantum Link.
Spotlight on Adventure G-6
RUSS CECCOLA
Magical kingdoms and mysti-
cal creatures await stalwart
players of adventure games.
Reviews G-12
REVIEWERS
Teenage Mutant Ninja Turtles,
Printed Circuit Board-64,
Blockout, and Double Dribble.
Feedback G-16
EDITORS and READERS
Converting SpeedScript files
for Amiga, screen dumps,
Jiffy DOS, and more.
Programmer’s Page G-19
RANDY THOMPSON
Machine Language G-20
JIM BUTTERFIELD
Beginner BASIC G-22
LARRY COTTON
‘D’lversions G-24
FRED D’IGNAZIO
TYPE-INPROGRAMS G-25
Moons of Jupiter G-25
Noah's Arc G-27
Miner G-30
Dungeon Trials G-34
Meteor Math G-37
1991 COMPUTE G41
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NEWS & NOTES
What’s New
on Q-Link?
Interactive game players and casino
fans have something new to check out
on Quantum-Link. Puzzler is a word
game for two to four players. Contes-
tants spin a slot machine and guess
the letters in a puzzle that appears on
the tile board. Correct guesses cause
the corresponding tiles to turn, reveal-
ing their location. The object of the
game is to solve the puzzle before
your opponents do and to earn as
many points as possible in the
process.
Players appear as animated con-
testants behind podiums. Online and
offline character editors are available
for Q-Link members to design and ani-
mate their own contestants. They can
also create and submit their own puz-
zles for inclusion in the game’s
database.
Puzzler, Puzzle Editor, and Con-
testant Editor can all be downloaded
from the Backstage Puzzler support
area in Just for Fun. Other information
and instructions can be found there,
also.
Q-Link has also added enhance-
ments to its four popular casino
games. These new tools give the casi-
No staff the opportunity to change the
stakes in Blackjack, Poker, Bingo, and
Slots. In addition, they have two new
options in Bingo—the new Cover All
game, where the entire card must be
covered, or the standard Straight Line
play.
In order to make distinctions be-
tween the kinds of games being
played and the amount of Q-Chips
needed to register or ante, check the
color of the background screen or the
dealer's hand. Various screen colors
identify the different games and
amounts. Check with Q-Link for com-
plete details.
Quantum-Link (8619 Westwood
Center Drive, Vienna, Virginia 22182;
703-448-8700) is a Commodore
64/128-specific online service.
Tee Up!
Are you an average golfer aware of your imperfections? If so, then check out
Personal Pro ($39.95) from MicroLeague Sports (2201 Drummond Plaza, New-
ark, Delaware 19711-5711).
This interactive instructional golf package, which is due out in October, ana-
lyzes, diagnoses, and corrects your problem areas. Personal Pro displays ani-
mated diagrams of problems and solutions, records a file of your personal golf
history, and prints out problem/solution checklists that you can take with you to
the course or practice tee.
Unlike ordinary golfing manuals and instructional videos that try to teach you
how to build a perfect swing—someone else’s swing—Personal Pro is designed
for the average golfer. It reviews the mistakes of each round and offers instant
advice on how to correct them. Handicapping disks will also be available.
Hummingbird
Hummingbird by Robert Woodall of Rural Hall,
North Carolina, is this disk’s Picture of the Month.
Each month Gazette Disk features a collection of the best 64/128 artwork
submitted by our readers. We pay $50 for each piece of art we accept for
“Gazette Gallery” and an extra $50 for the one selected as Picture of the
Month. Send original art to Gazette Gallery, COMPUTE Publications, 324
West Wendover Avenue, Suite 200, Greensboro, North Carolina 27408.
G2 COMPUTE UTE 4
Woe ee
WE INVITE CORPORATE & EDUCATIONAL CUSTOMERS
DISCOUNTS FOR QUANTITY ORDERS
RUSH, 2ND DAY & NEXT DAY AIR SERVICE AVAILABLE!
M/OjN/T/G/OjMJE|R} Y} |G [RJAJN| The:
iC=Commodore: ohCe
Includes:
Quantum Link Software
One Joystick
C=Commodore’ 128 = d=.
C-128D w/Built-in Disk Drive
Includes 1 FREE Game
TEST PILOT |64C COMPLETE) 64C€ COLOR
(a $19.95 Value)
PACKAGE PACKAGE PACKAGE
Commodore 64C Commodore 64C Commodore 64C
ecomeltay sere Computer Computer
Disk Dive Commodore 1541 Commodore 1541
Ace Joystick Disk Drive Disk Drive
128D COMPLETE 128D DELUXE Quantum Link ie eae Printer a Secon
Software " Monitor ‘olor Monitor
pPbelteldatel es Be Keeper leo PACKAGES THCTLDES: aoe ok ite ak
with Bullt-in Disk Drive with Built-in Disk Drive fennel rate ETO IE)
80 Column Printer RGB Color Monitor ania Crazy Cale
12" Monitor 80 Column Printer
FREE Game (a $19.95 Value) FREE Game (a $19.95 Value)
COMMODORE
WE CAN RECONFIGURE ANY OF OUR COMPUTER
PACKAGES TO YOUR SPECIFICATIONS. CALL FOR DETAILS!
PRINTER STAR PANASONIC
NX+1000C.nannsnen.$1 66,08
SPECIALS ¥x-1000¢ Raintow.$195.95
> NX+100f ronnnnn $158.08
NX-1020Rainbow.....$195.95
NX-2420, $279.95 COMMODORE
NX-2420 Rainbow....$299,95 MPS-1270 Inkjet....$159.95
MAGNAVOX 13" COLOR MAGNAVOX 13" COLOR
RGB/COMPOSITE MONITOR COMPOSITE MONITOR
ce Sornattla)” 128, Amiga (64, 64¢ Compatible)
COLOR’ “OPTION” kits.
: COMMODORE 154111 COMMODORE 1571
SANYO PR-3000
Daisy Wheel Letter Quality
Printer
DISK DRIVE DISK DRIVE
COMMODORE 1084 1750 CLONE
MONITOR RAM EXPANSION
OTHER ACCESSORIES FOR YOUR COMMODORE COMPUTER AVAILABLE
IBM
Compact, 80 Column Thermal
Printer
bate
IMMOOORE
INTERFACE
PERIPHERALS FOR COMMODORE
APROTEK 2400 Baud Modem for 64/128. TEN 95 64, 64C Power Suppl $29.95
[95 COMMODORE 1351 Nate
INKWELL LIGHT PEN. $45.95
SUPER SNAPSHOT 5.
I XETEC S. Graphix Jr. Int
COMMODORE 1660 Modem... $14.95 XETEC S. Graphix Sr. Interfac
COMMODORE 1670 Modem... $79.95 — Micro C-128 Power Supply.
XETEC LT. KERNAL 20MB HARD DRIVE FOR 64, 121
XETEC LT. KERNAL 40MB HARD DRIVE FOR 64, 12%
EXCELLERATOR PLUS FSDII Power Supply.
OFtima Pop
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Circle Reader Service Number 187.
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NEWS & NOTES
Color Me Ninja
Those turtles are back! Merit Software (13635 Gamma Road, Dallas, Texas
75244) has released Teenage Mutant Ninja Turtles’ World Tour ($14.95). This
Electronic Crayon Deluxe release contains 30 pictures of those reinforced rep-
tiles visiting famous world landmarks such as the Statue of Liberty, Mount Rush-
more, and Stonehenge.
Children can color each picture again and again. They can also print ban-
ners, as well as posters and calendars, of their favorite turtle scenes.
Bible Study
SOGWAP Software (115 Bellmont Road, Decatur, Indiana 46733) is now ship-
ping Bible Search version 3.1 ($79.95) for the 64 and 128. Bible Search is de-
signed for general Bible study and in-depth Bible research. Its versatile search
option can find any word or verse in the Bible in five seconds or less using a
1541. No hard disk or additional RAM is required for this fast performance.
Bible Search comes on seven double-sided disks with both 64 and 128 pro-
grams. Nearly 4.5 megabytes of Old and New Testament ASCII text has been
compressed and indexed for use.
Other features include instant spelling check of the entire word list of more
than 12,800 words. Search features include pattern matching, plus AND, OR,
and NOT Boolean operators. Text can be displayed and scrolled in any direction.
Printer and disk output are available for any verse. Disk output produces stand-
ard sequential text files for use with word-processing programs.
Bible Search is available in either the Authorized King James Version or the
New International Version. It includes programs for the 64 and 128, a user's
guide, and a disk storage case.
Trouble with a Capital B
UBI SOFT and Electronic Arts (1820 Gateway Drive, San Mateo, California
94404) have released B.A.T., which stands for the Bureau of Astral Trouble-
shooters. You become one of the bureau's agents as you try to save the planet
Selenia's only city, Terrapolis, from extinction.
Vrangor, a top scientist, and Mergio, a small-time crook, have announced
their intention to set off bacterial bombs all over the city. This ultimatum leaves
the government only ten days to evacuate the city and draw up a deed of owner-
ship in Vrangor's name. Selenia contains vital energy matter that makes space
travel possible. It's up to you to try to foil Vrangor’s evil plans.
In this game, which comes on two double-sided disks, you can visit more
than 1100 different locations, including discos, gunsmiths, restaurants, arcades,
and parks. You can also program a computer implanted in your arm to under-
stand extraterrestrial languages or to warn you when enemy robots approach.
Create your own character or select one ready to go into action. You can also pi-
lot the DRAG, a genuine flight simulator, across the planet's desert.
New Distributor
The DMBBS bulletin board program for the 64 or 128, formerly owned and dis-
tributed by ARTISoft, is now owned and distributed by A & C Enterprises, P.O.
Box 71, Beachwood, New Jersey 08722-0071; (908) 349-9187 (voice), (908) 341-
less (BBS).
How McFly
Times
You won't need a DeLorean to take
Marty McFly and Doc back and forth
through time in this game. With a little
help from Konami (900 Deerfield Park-
way, Buffalo Grove, Illinois 60089), all
you'll need is Back to the Future II
($29.95) and your 64.
Go back to 2015 to help save
Marty and Jennifer's kids from them-
selves, the police, bully Biff and his
gang of hoodiums, and Griff—Biff's
evil grandson. You'll have lots of
“items o' energy,” ‘products o'
points," and momentum boosters like
plutonium, beverage cans, and your
trusty tennies.
Featuring authentic re-creations
of scenes and items from the film,
Back to the Future II is really five
games in one with each level—such
as Jennifer's House of Fate and the
Chase of a Lifetime—depicting a new
chapter in the story.
Levels 1, 3, and 5 include arcade
action where you'll need your hover-
craft to fend off Biff's band of thugs.
Levels 2 and 4 are logic puzzles that
test your memory and ability to antici-
pate events. If you've seen the movie,
you're one step ahead.
in Orbit
Edgeworth Software (44 Bower Street,
Bedford MK40 3RE, England) has an-
nounced E.S. Realorbit ($7), a gravita-
tional orbit simulator. Use your
thruster jets to steer a spacecraft
through a star’s gravitational field. Try
to achieve circular and elliptical orbits;
then maneuver through a double star
system. You can trace orbits and se-
lect jet power, star mass, distance be-
tween binary stars, and colors with
this entertaining and educational
simulator.
Edgeworth Software has recently
left the U.S. and opened shop in Eng-
land. Simon Edgeworth assures his
64/128 customers that all his products
are still available and will remain com-
patible with U.S. computers. He ac-
cepts U.S. funds, either check or
money order, and will ship all orders
by airmail at no extra charge.
G4 COMPUTE QW TL Ne a ee al
NX-1000C Rainbow
Full color and
Commodore ready!
Works great with geoPaint.
Printin full color! Near-letter quality at 36 cps and high-
speed draft at 144 cps features the new paper parking
function. Convenient front panel controls. Great for
extra-impact graphics and text. This is the Commo-
dore-ready version—no additional interfaces or cables
are required. Sug. Retail $379.00
NX-1000C Rainbow Color Printer,
Commodore Ready 75783
LOWEST PRICE EVER! $199.95
2400 Baud
C64/C128
579%
Both the Minimodem-C and C24 are completely Hayes
compatible (not just partially compatible like the 1670 and
some Avatex models) and 1670 compatible. This means they'll
work with ALL communications software for the 64, 64C, and
128, Key features include seven status indicators, Busy Detect,
DIR signal support, High Speed Detect Line, and Auto Answer/
Auto Dial. Includes Multiterm 64 and 128 software so you can
start communicating right away, plus a free trial hour on
CompuServe! Full-year warranty.
Best Buys on
Commodore Hardware
64C Computer 54574 $129.95
1670 Modem, 1200 Baud 36952 $69.95
1351 Mouse C64/C128 37885 $32.95
1084S RGB Composite Monitor 74095 $319.95
1541 II Disk Drive (Includes GEOS) 54586 SCALL
1764 RAM Expansion C64 72513 $114.95
Computer Express
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Printer Accessories
Black Ribbon for NX-1000C/NX-1000C
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Rainbow Color Printer 75485
Dust Cover for NX-1000C/NX-1000C
Rainbow Color Printer 77789
$9.95
$8.95
1200 Baud
C64/C128
$ 599
modem is equipped with a
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Minimodem-C24 (2400 Baud for C64/C128)
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NX-1000C
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this unit for the C64 features a double-fused system. Its new
heat-sink design allows cooler operating temperatures inside
the case. Lifetime warranty Sug, Retail $49.95
TENEX MW 701-A 84513 $34.95
TENEX MW 705. Perfect for your C-128! This is a heavy-
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COMMODORE 64 and COMMODORE 128 are registered trademarks of Commodore Electronics, Lid. AMIGA is a registered trademark of Commodore Amiga Inc.. NOTE: Due to publishing
leadstimes, product prices and specifications are subject to chang}
out not
Circle Reader Service Number 170
ice. * APO. FPO. AK Hil, CN, VI. GU, and foreign orders are subject to additional shipping charges.
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MAGICAL KINGDOMS AND MYTHICAL CREATURES |
ARE JUST A FEW OF THE EXCITING PLACES AND:THINGS
AWAITING STALWART PLAYERS OF ADVENTURE'GAMES
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dventure games make up almost
a third of the game releases for
all computers. Arcade/action
games make up another third, and
the remaining third is divided between
sports and simulations. These percent-
ages apply to 64 software as well. Let’s
take a look at the interesting
adventure-game segment of the indus-
try and see what’s happening.
Because of their complexity and
the demands they can make on play-
ers, adventure games are not for
everyone. Still, there are some recent
games that deserve mention. B.A.T.
from UBI Soft, Bill & Ted’s Excellent
Adventure from Capstone, and The
Keys to Maramon from Mindcraft are
all fun games that cover a broad range
of subject matter and difficulty levels.
True adventure fans will want to
check out several SSI releases and the
latest from Origin, Ultima VI.
Save the City
B.A.T. stands for Bureau of Astral
Troubleshooters, of which you are a
member. Your job is to save the city
Terrapolis on the planet Selenia from
destruction at the hand of Vrangor, a
mad scientist, and his crooked side-
kick, Merigo. This evil duo plans to
detonate nucturobiogenic bombs
within ten days unless the city and all
its assets are turned over to them.
Visit more than 1000 locations in B.A.T.
and interact with seven species.
The game has a futuristic setting
and an unusual interface that actually
works well. B.A.T. is played with a
point-and-click interface that uses
menus and icons. In addition, items
found in the game can be examined
by clicking on them. Indeed, only by
examining everything you see on the
screen will you be able to play B.A.T.
successfully. The game is huge. The
game box claims 1100 rooms, and
from what I’ve seen, this figure could
be accurate. This variety keeps B.A.T.
interesting for hours.
The first thing you do in B.A.T. is
create your character. As is not the case
ina lot of other games, your alter ego
in B.A.T. is extremely well developed.
G8 COMPUTE YW ye
It takes a while to set up your charac-
ter, but the time spent will surely re-
sult in a better representation of
yourself. In addition to all of the
standard adventure-game options that
can be brought up in the menus, you
also have access to B.O.B., a bidirec-
tional organic bioputer that connects
to your arm. B.O.B. lets you translate
languages and examine your statistics
and health. You program B.O.B. with
a rudimentary language that will in-
form you of various conditions and
enable it to perform other functions.
The graphics in B.A.T. are pretty
good for the 64. And even after you’ve
managed to defeat Vrangor, you can
still have fun exploring the city.
Adventure Calls
Bill & Ted’s Excellent Adventure is
primarily a movie tie-in, but the game
is still worthwhile because of its ran-
dom elements and the different skill
levels allowed. In this game, you con-
trol the title characters as they attempt
to collect “historical dudes” from the
past for a school project. Different
skill levels determine how many peo-
ple you must collect. As you gather
these historical characters, you return
them to the San Dimas Mall. When
you’ve gotten your quota, you take
them to school.
You control Bill and Ted from a
three-dimensional side view, using a
telephone booth and circuits of time
to travel throughout history. Some of
the destinations involve completing
arcade sequences. Others only require
the use of a correct object to attract
one of the “historical dudes.” The
quicker you reach your goal, the more
points you earn.
I'll be honest. The graphics in
B & T leave a lot to be desired. The 64
can handle better. Music and other
sound are almost nonexistent. The
game does not look appealing, yet
gameplay is addictive. I found myself
wanting to play B & T again at a high-
er difficulty level to see how quickly I
could finish the game. Because each
game of B & Tis different, it’s worth-
while playing again and again. A typi-
cal game doesn’t take very long.
B & Tisa great diversion, if you don’t
mind graphics that look like they were
poorly ported from the IBM version.
Rampaging Monsters
Mindcraft has a different way of
thinking about adventure games. Its
games take almost no effort to play
yet have a lot to make them interest-
ing. In fact, much about The Keys to
Maramon is not evident on the sur-
face. The manual is brief and explains
only the basics. The rest of the game is
left for you to discover. You can al-
most play Keys without reading the
ORO
instructions at all, but it’s still wise to
go through them.
Keys puts you in the role of an
adventurer who must save the town of
Maramon from the monsters that
rampage every night after dark. The
game takes place in town and in the
dungeons beneath. It requires a quick
hand and well-balanced character to
confront the monsters.
The game takes place in pseudo
realtime. You have 12 hours to kill all
of the monsters each night, or a build-
ing will be damaged. If they do too
much damage to the town, the game’s
over. Budgeting your time is impor-
tant, so don’t think too long while the
clock is ticking.
Champions of Krynn cuts unnecessary
violence from many of its scenarios.
Keys is a fast-paced game. You
have potions and herbs to increase
speed, strength, dexterity, armor, and
life points. As the nights wear on,
you'll need these aids to help you clear
the town. Character interaction in the
game is limited to conversation, but
most people you encounter will offer
valuable information. This moves the
plot along.
You move your character around
from an overhead view of the town
and dungeons. Movement is quick
and smooth. The graphics are nice,
and you can easily identify each object
and monster. After a couple of nights
pass, you will know the town well
enough to put away the map in the
manual. Keys is not very difficult and
can be played rather quickly. Explor-
ing Maramon and discovering new
things makes Keys enjoyable.
Advanced Dungeons & Dragons
One company that still supports the
64 is Strategic Simulations, Incorpo-
rated, more popularly known as SSI.
With over ten years in the business
and a large library of titles, SSI has
journeyed through time with Commo-
dore computers. In the past two years,
SSI has produced a number of fine
role-playing adventure games for the
64, most of which have been in its Ad-
vanced Dungeons & Dragons line of
GAZETTE
DISK L/BRARY
VALUE-PACKED SOFTWARE
AT AFFORDABLE PRICES
All Gazette disks are menu-driven for ease of use—and they feature complete
documentation. Just load and you're ready to go!
SpeedsScript $11.95
COMPUTE Publications’ most popular program
ever, Powerful word processing package includes
SpeedScript for the 64, SpeedScript 128, spelling
checkers for both 64 and 128 versions, plus an
additional dozen support programs, including
mail-merge and word-count utilities.
Gazette Index $7.95
Every article and department from Gazette—July
1983 through December 1989 issues—is indexed:
features, games, reviews, programming, ‘“Bug-
Swatter,” Feedback,’ and the other columns.
Disk features pull-down menus, help screens,
superfast searching/sorting capabilities, and
much more.
Best Gazette Games $9.95
Best dozen arcade and strategy games ever
published in Gazette all on one disk. All games for
Commodore 64, Titles: Crossroads ||: Pandemo-
nium, Basketball Sam & Ed, Delta War, Heat
Seeker, Omicron, Powerball, Q-Bird, Trap, Arcade
Volleyball, Mosaic, Power Poker, and Scorpion II.
Gazette’s Power Tools $9.95
Fourteen of the most important utilities for the
64 ever published in Gazette. For serious users.
Titles: MetaBASIC, Disk Rapid Transit, Mob Maker,
Ultrafont+, Quick!, Disk Editor, Basically Music,
PrintScreen, 1526 PrintScreen, Fast Assembler,
Smart Disassembler, Comparator, Sprint H, and
Turbo Format.
The GEOS Collection $11.95
Gazette’s best 13 programs for GEOS and GEOS
128 users. Selection includes utilities, applications,
and games. Titles: Super Printer Driver, Skeet, File
Saver, Help Pad, Word Count, Directory Printer,
Quick Clock, SlideShow, File Retriever, Screen
Dumper, Font Grabber, GeoPuzzle, and
GeoConverter.
128 Classics $11.95
Thirteen of Gazette’s best 128 programs, including
utilities, games, and applications. Titles:
MetaBASIC 128, RAMDisk 128, 80-Column Disk
Sector Editor, MultiSort, Block Out, Miami Ice,
The Animals’ Show, Cribbage, XPressCard, Sound
Designer, Video Slide Show, Math Graphics, and
3-D BarGrapher.
A A SS SA A AS A A A A PS AS A A AS NPS SP
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games. Using different-colored boxes
to represent different types of
AD & D adventures, SSI has a good
variety of adventures.
The gold boxes contain large role-
playing epics. Avoid two early games,
Pool of Radiance and Curse of the
Azure Bonds, unless you like an inor-
dinate amount of combat. Two later
games, Champions of Krynn and Se-
cret of the Silver Blades, eliminate un-
necessary combat and significantly
improve the interface.
The two silver-box products are
action games, with less role-playing el-
ements and more arcade elements.
Both are good, but Dragons of Flame
is a big improvement over Heroes of
the Lance.
War of the Lance in the green box
is a war game in the fantasy world, so
don’t be deceived. The white-box
game, Hillsfar, combines arcade and
role-playing elements in a game with
low difficulty and high fun factors.
HIGHLORD HOVENntnT SEP/0CT 353
SSI's War of the Lance is a war game
set in the world of fantasy.
Finally, SSI’s latest AD & D
game is Dragon Strike, a dragon flight
simulator in the Dragonlance gaming
world. It’s more arcade game than
anything else; don’t let the word simu-
/ator throw you. If AD & D games
aren’t your bag, try some of the older
SSI titles, like Phantasie, Wizard's
Crown, and the Questron series.
Lord British
Origin has also been a strong support-
er of the 64. Almost all of its past
games have been converted from IBM
versions or developed on the 64.
Given the amount of time and re-
sources required to develop adven-
tures on the scale of Origin’s Ultima
series, it came as a surprise to me
when Origin announced Ultima VI
for the 64 before it released the Amiga
version.
The Ultima series is one of the
most popular adventure game series,
and much of the credit for that success
is due to the creativity and imagina-
tion of chief designer Richard “Lord
British” Garriott. Each game in the se-
G10 COMPUTE LU a
ries has far surpassed the previous one
in most areas, including size, plot, in-
terface, and graphics. Ultima VI is no
different in this regard. As far as 64
adventures go, Ultima VI is at the top.
This game can take months to ex-
plore, and all the time you're getting
your money’s worth. That’s value.
Through a Moon Gate
In Ultima VI, your character must
stop the spread of gargoyles that have
slipped through a moon gate into the
realm of Britannia. That’s the basic
plot, but more unfolds as you enter
the game. Britannia is about as large
as it was in Ultima V, but this time,
instead of playing the game on two
scales, you play it entirely from an
overhead view of the characters and
their surroundings.
The graphics are smooth, and it
feels more natural to move around in
one scale than it does in previous Ul-
tima games that only show the indi-
vidual characters in towns, dungeons,
and other buildings. The past games
jump to a map view of the game
whenever the party travels into the
wilderness. Because you can’t see far
ahead in Ultima VI, the cloth map
comes in handy.
In addition to the overhead view-
point, the objects and other graphics
in Ultima VI are very nice. You can’t
distinguish objects in your inventory
as well as you can larger objects in
rooms, but this is no problem since
you can examine objects effortlessly.
The interface in Ultima VI is an
improvement over that in earlier epi-
sodes. Unlike the IBM version, which
employs icons for all of the game
commands, the 64 version requires
keystrokes for commands. However,
the number of commands has been re-
duced by the addition of a Use com-
mand, which replaces many others.
To use an object, just hit the U
key and move the crosshairs to select
an object from your inventory or one
next to your character. This is the way
to open doors, move levers, throw
switches, and equip your character
with weapons, armor, and other items
necessary to survival and success.
Old Friends Return
Accompanying you in Ultima VI are
characters from past games, namely
Shamino, Iolo, and Dupre. Lord Brit-
ish starts you on your quest and can
be consulted at any time for infor-
mation. Object manipulation is easily
accomplished from an inventory
screen that readily identifies which
object your character is carrying and
which ones are nearby. It is best to
distribute supplies to each character
so no one is weighed down and you
don’t have to keep switching objects.
UG? ii
When the time comes, it’s easy to
fight in Ultima VI. Just choose a com-
bat option and use the cursor to select
a monster. Each monster has its own
representative theme.
Ultima VI is a game chock full of
characters, objects, locations, and
dungeons. Characters follow a certain
daily pattern. Some game objects are
hidden behind paintings, under plants
or crates. Discovering new things is
what Ultima VI is all about.
You may never finish the game
because of its size and scope, but de-
signer Garriott doesn’t care. (He'll
give you a synopsis of this game in the
manual of his next one.) Garriott be-
lieves it’s more important for you to
enjoy yourself exploring a rich world
full of adventure. He’s confident that
there is much that you can do and
gives you lots of room for discovery
and pleasure.
HAUGHTY
SSI's Curse of the Azure Bonds is a role-
playing epic filled with combat.
Ultima VI meets Garriott’s crite-
ria, and the game may be the largest
adventure for the 64. It definitely is
the most ambitious. Disk swapping is
kept to a minimum in order to de-
crease the frustration factor. Sounds
are appropriately scattered throughout
the game, and the music is infectious.
What results is a graphically rich
world, full of places to go and things
to see, where you can escape for min-
utes or hours. Plus, if you act now,
you can probably still get the Special
Edition of the game, celebrating the
tenth anniversary of Ultima. This ver-
sion is signed by the author and box
artist. It contains an audio cassette of
the history of Ultima narrated by Gar-
riott and a higher-quality gemstone
than that found in regular versions.
As you can see, adventure gam-
ing for the 64 is alive and well. These
are just a few of the many games out
there. Ultima VI is my favorite, but
the others are all fun and can be com-
pleted in a reasonable amount of time.
In any case, if you’re looking for a
quest, try an adventure game. They’re
better than they were just a year ago.
Happy questing! ic)
The Gazette
> jenopepannag. al
Manager
(Formerly PowerPak)
Harness the productivity
power of your 64 or 128!
Turn your Commodore into
a powerful workhorse, keep track
of finances, generate reports
in a snap, manage your
money in minutes—
all with the new 1991
Gazette Productivity
Manager! Look at all
your 64/128 Productivity
Manager disk contains.
ORDER YOUR
1991 GAZETTE
PRODUCTIVITY
MANAGER
TODAY!
GemCalc 64 & 128—
A complete, powerful, user-
friendly spreadsheet with all
the features you’d expect
in an expensive commercial package
(separate 64 and 128 versions are included).
Most commands can be performed with a single keypress!
Memo Card—Unleashes the power of a full-blown
database without the fuss! Nothing’s easier—it’s a
truly simple computerized address file. Just type in
your data on any one of the index cards. Need to edit?
Just use the standard Commodore editing keys.
Finished? Just save the data to floppy. What could be
(MasterCard and Visa accepted on orders with subtotal over $20).
easier? OYES! Please send me _ Productivity Manager disk(s)
G ($14.95 each).
Financial Planner—Answers all of those questions Subtotal
concerning interest, investments, and money manage-
ment that financial analysts charge big bucks for! You
can plan for your children’s education and know
exactly how much it will cost and how much you need
to save every month to reach your goal. Or, decide
whether to buy or lease a new car. Use the compound
interest and savings function to arrive at accurate
|
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fl priate sales tax for your area. Canadian orders, add
| 7% goods and services tax.)
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estimates of how your money will work for you. iene Teequiredy
Compute the answer at the click of a key! Seal
DON’T MISS OUT ON THIS | 2: Taw
Send your order to Gazette 1991 Productivity Manager,
324 W. Wendover Ave., Ste. 200, Greensboro, NC 27408.
POWERFUL WORKHORSE!
a
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WW
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Wu
fen
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of
6
TEENAGE MUTANT
NINJA TURTLES
ey, dudes, how would you like to
battle evil enemies in New
York’s dangerous sewers? Sure
it’s a dirty job, but that doesn’t
mean you won’t enjoy playing Ultra’s
Teenage Mutant Ninja Turtles.
MUA
=f |
NA
1 UAE
Based on the famous movies, TV
show, and comic books, this action-
packed arcade game will give you
hours of enjoyment. Raphael, Michel-
angelo, Leonardo, and Donatello are
ready for your control. As the game
begins, you must help these four
pizza-loving turtles rescue their be-
loved friend, April O’Neil, who was
abducted by the evil villain Shredder.
You must rescue April, destroy Shred-
der, and take his life transformer gun
to win.
Along the streets and sewers of
New York, you guide the turtles to
where April may be held hostage. You
control their every move. Many evil
creatures lurk about, so be prepared to
fight. Mousers, Roller Cars, Foot Clan
Soldiers, and many more foes are
waiting to capture your reptilian war-
riors. Some enemies are easily de-
stroyed, while others are not.
Strategy is important. Each of the
four turtles has unique skills and
weapons. Thus, one turtle may be bet-
ter able to handle a particular enemy
REVIEWS
CRIME-FIGHTING TURTLES ¢ PRINTED CIRCUIT CAD
PIECES FALLING INTO A PIT ¢ BASKETBALL MANIA
or situation than another. For ex-
ample, Leonardo would be the best
choice for battles in the sewers, since
he’s expert at using a Katana Blade.
Besides the multitude of enemies,
there are many useful items to be
found during your quest. These in-
clude various weapons, rope, a party
wagon, and best of all... awesome
pizza!
An information screen can be ac-
cessed at any time during the game.
This important screen will help you
throughout the game, and you should
check it on a regular basis. Turtle
information includes those who are
available and what weapons they are
using. There’s also a map that shows
your position. Messages from your
friends give you useful hints on what
to do next.
Your turtles must make it
through six levels of combat without
being captured. Each level has differ-
ent phases to complete before you can
move on to the next level. Looking at
playability from this standpoint, the
game can be rather difficult. Joystick
movements for combat and travel
throughout the game are, however,
generally basic and simple. In this re-
spect, I find the game easy to play.
After reading the short manual
that comes with the game, you'll
quickly be on your way to action and
adventure. The manual is easy to un-
derstand and provides you with the
necessary information. It tells you
about the game controls, displays
sample screens, lists the useful items
to be found, and describes each ene-
my you will combat.
The sound and graphics are good.
Most characters and items in the
game are displayed clearly on the
screen, and the background music is
entertaining as well.
While it does not get high marks
for plot originality, this arcade game is
fun to play and provides many hours
of entertainment. So, dudes, if you’re
up for some radical ninja action, just
G@iz2 COMPUTE JULY
slip Turtles into your 64, grab your
joystick, and go to town!
CHRIS STAWASZ
————_H-____
Commodore 64 or 128—$29.95
Ultra Software
900 Deerfield Pkwy.
Butfalo Grove, IL 60089-4510
(708) 215-5100
PRINTED GIRCUIT
BOARD-64
nce again, I’ve stumbled across a
64 program that takes that won-
derful machine into an entirely
new area: printed circuit board
(PCB) design and layout. Although it
lacks some of the power and options
of PCB programs used in the work
world, Printed Circuit Board-64 from
MicroSentinel Systems does an im-
pressive job on a 64 or 128.
This program is designed for the
electronics hobbyist. If you need to
put together a simple circuit board for
some home project, it should take no
longer to enter it into the computer
than it does to devise it in the first
place.
I must make a confession. I make
a living as an engineer, and I’m famil-
iar with circuit boards from college
classes and from fixing arcade games
and pinball machines for my brother’s
TEOEOM|
Best-Selling
Commodore Books
from COMPUTE
Machine Language Routines for the
Commodore 128 and 64
By Todd D. Heimark and Patrick G. Parrish
For both beginners and advanced ML programmers.
585 pages. $18.95
Mapping the Commodore 64 and 64C
By Sheldon Leemon
Comprehensive memory map and programmer's guide.
324 pages. $18.95
Music System for the Commodore 128 and 64
The Enhanced Sidplayer
By Craig Chamberlain
Includes programs, utilities, and sample music.
Book/Disk Only. 274 pages. $24.95
Order your copies today.
Send the appropriate amount plus $2 shipping and handling for
each book ($4 Canadian, $6 foreign) and applicable sales tax" to:
COMPUTE Books
GAMES, GAMES, GAMES! |
“J (6102) ADVENTURE ROAD / 1 - Contains 4 adventure games: Scary, Affica, Adventure & more. |
7 (6123) ADVENTURE ROAD /2- 10 textgraphic adventure games including SLEUTH.
71 (6124) ADVENTURE ROAD / 3-8 text/graphic adventure games including HACKER
71 (6049) C-128 GAMES / 1 - 40 col-
umn Galactic, Castle and Damsels.
80 column Star Trek.
| = (6058) c-128 GAMES 2-80cot |
p= Norad, Wargames, not Lunar |
Land. Print Spock8 Kirk
TT (6088) C-64 GAMES / 1 - Action
games like Robbers, Whirly Bird, Blue Thunder & more.
77 (6089) C-64 GAMES / 2 - Lotto, Attack Force, Star Trek, Joust, Derby, Defcon & more.
7 (6097) IN THE MALL / 1 - Contains 14 arcade games. Try your skill on these gems.
77 (6099) IN THE MALL /2 - Contains 14 arcade games. Includes Moondog, Skiing, & more.
77 (6142) IN THE MALL / 3 - 12 more arcade games including BOULDER DASH and KANGA.
“J (6100) IN THE PITS / 1 - Contains 7 car games. Includes Dragster, Dodge Cars & more.
71 (6101) LADY LUCK / 1 - Contains 10 casino games. Roulette, Craps, BJ, Poker & mora.
| 7 (6202) LADY LUCK /2- 10 gambling games including ONE ARMED BANDIT, and 21.
7 (6203) LADY LUCK / 3 - 17 gambling games including DODGE CITY POKER and KENO.
77 (6098) ON THE BOARDS / 1 - Contains 11 board games. Includes Yahtzee, Battleship & more
57 (6119) ON THE BOARDS / 2 - 12 board and card games including battleship and chess.
71 (6120) ON THE BOARDS / 3 - 17 more board and card games including CRIBBAGE and BINGO.
jae 18) PUB/BOARD GAMES - Darts, Bowling, Pool, Checkers, Backgammon, Chess, and more.
“J (6204) THE FINAL FRONTIER / 1 - 10 action filled space games including METEOR SHOWER.
| 7 (6206) THE FINAL FRONTIER / 3 - 18 action filed space games including CANYON RUNNER.
71 (6207) THE FINAL FRONTIER / 4 - 18 action filled space games including SPACE DEFENDER.
1 (6104) THE SPORTING LIFE - Contains Golf, Miniature Golf, Baseball 64, Boxing and Trap.
7 (6208) THE SPORTING LIFE / 2 - 19 games relating to sports including BOWLING and BOXING.
27 (6108) VICTORY SOFTWARE | 1 - The frst disk of shareware games by Victory Software,
|Please send order, payment, name, address and daytime phone # to:
C/O CCC
2500 McClellan Ave.
Pennsauken, NJ 08109
“Residents of NC, NY, and NJ add appropriate sales tax for your area.
Canadian Orders add 7% goods and services tax.
All orders must be paid in U.S. funds drawn on a U.S, bank. Please allow 4-6
weeks for delivery.
former vending business. For this rea-
son, I expected to have no problem
with PCB-64, but I wasn’t too sure
about people who lack those skills.
What I found is that the program is
easy for anybody to use, regardless of
level of experience. PCB-64 is best
suited for hobbyists and circuit-board
designers who want to get a head start
on a project at home without having
to use the company computer.
The package contains two main
parts: the Layout Editor and the Art-
work Editor. The former contains the
tools and options to create your print-
ed circuit board. The latter lets you
add text, tweak the pad, trace sizes,
and optimize the sizes of all compo-
nents. Both programs are very simple
to learn. You almost don’t have to use
the concisely written manual. With
each program, you see a portion of the
circuit board in the viewing screen
and a list of commands along the right
side of the screen. Select these com-
mands with the keyboard and draw
with the mouse or joystick.
A circuit board consists of pads
(terminal points), traces (wires), and
components (integrated circuit chips,
resistors, and so on). The purpose of
PCB layout is to design the board to
accommodate the most electronic
JULSICP
1G Bo hs
| Paradise Sytuare
| 7657 Winnetka Ave, Ste 328-C, Winnetka CA 91306
Spm PS’
Circle Reader Service Number 129
components in the smallest space pos-
sible. You could almost make a game
out of PCB layout, with the object
being optimization of space using a
certain number of components.
PCB-64 lets you design two-sided
circuit boards that can be as large as
8.8 X 6.4 inches. An important feature
of PCB-64 is that it allows you to scale
the board to meet the specifications of
many types and brands of printers.
With a paint program interface that
gives you pads and traces to define a
board, the program is complete.
The other big feature of PCB-64
is a list that the program generates
upon request of all of the labels associ-
ated with components and their coor-
dinates on the screen. Although PCB-
64 is not a program many people
would use, it’s a great little niche
product. It lives up to its claims and
will more than meet the specifica-
tions of someone who needs a low-
cost circuit-board editor.
RUSS CECCOLA
-
Commodore 64 or 128—$75
MICROSENTINEL SYSTEMS
P.O. Box 4135
San Pedro, CA 90731-4135
(213) 831-2101
BLOCKOUT
or a perplexing challenge that ex-
ercises the brain instead of joystick
reflexes, try Blockout. I highly rec-
ommend it to those of you who are
looking for something more than just
another shoot-’em-up.
Block Out will tax your hand-eye
coordination. (IBM version pictured.)
This game has a lot to offer—and
it’s not another Tetris clone. By taking
the Tetris concept and making it
three-dimensional, Blockout expands
the old concept and takes it the next
logical step.
As in Tetris, the object of the
game is to drop irregularly shaped
pieces into a pit. If you manage to fill
FUTONS
ISIRO COMPUTE G13
a level across the pit, that level van-
ishes, and you win bonus points.
Sounds simple, huh? It’s not.
Simplicity disappears as you advance
and the game picks up speed. Pieces
that used to float into the pit like
feathers begin to drop like stones. I
was quite happy reaching level 5, the
pinnacle of my Blockout career.
Blockout’s graphics are relatively
simple but more than adequate for
gameplay. The blocks themselves are
3-D, starting out as rotatable wire-
frame objects that solidify into col-
ored layers as they reach the bottom
of the pit. Your goal is to fill a layer so
that it can be removed. If the shapes
pile up and reach the top of the pit,
you lose.
Blockout expands on the Tetris
concept by offering you a selection of
three sets of blocks. The sets range in
Some of the predefined games are de-
scribed as Flat Fun (flat blocks), 3-D
Mania (3-D blocks), and Out of Con-
shape from the simple to the complex.
REVIEWS
trol (abnormal blocks). You can create
a pit of your own dimensions and
make a custom game. Any of the three
block sets (Flat, Basic, or Extended)
can be used in your custom pit.
Parameters for rotation speed
and sound can be customized. Prac-
tice mode lets you play Blockout with-
out having the pieces fall into the pit,
thus giving you time to get used to the
keyboard controls. Demo mode lets
your computer show you how to play.
Help is available to display the game’s
controls.
Blockout keeps track of your
score. The ten high scores for each
kind of pit (dimensions and block set)
are saved to disk. The game’s play-
ability is good, but a little less key-
board control would’ve been nice.
While this isn’t a great handicap,
using a joystick to control the game
would’ve made it easier to play. As it
stands, the joystick is used only for
the program’s menus, and some of the
menu options are not even available
to the keyboard user.
One thing I can say about Block-
out is that if you don’t own it, get it.
It’s a most perplexing puzzle that will
be a favorite for years to come. So toss
out those boring shoot-’em-ups and
head for the computer store. Pick this
one up—you won’t regret it!
DAVID W, MARTIN
Commodore 64 or 128—$29.95
CALIFORNIA DREAMS:
Distributed by Electronic Arts
1820 Gateway Dr.
San Mateo, CA 94404
(415) 571-7171
DOUBLE DRIBBLE
re you a true basketball fan? If
your answer is Yes, then check
out Konami’s Double Dribble.
Double Dribble is a five-on-five
pro-style basketball game for the 64. It
turns your computer screen into a
G AZ E T T E commopore 64/128
Yes, save time and money! Subscribe to the Gazette
Disk and get all the exciting, fun-filled Gazette pro-
grams for your Commodore 64 or 128—already on
disk!
Subscribe today, and month after month you'll
get all the latest, most challenging, and fascinating
programs published in the corresponding issue of
COMPUTE.
New on the Gazette Disk! In addition to the
programs that appear in the magazine, you'll also
get outstanding bonus programs. These programs,
which are often too large to offer as type-ins, are
available only on disk—they appear nowhere else.
As another Gazette Disk extra, check out
“Gazette Gallery,” where each month we present the
very best in original 64 and 128 artwork.
So don’t waste another moment. Subscribe to-
day to COMPUTE’s Gazette Disk and get 12 issues
for only $49.95. You save almost 60% off the single-
issue price. Clip or photocopy and mail completed
coupon today.
Individual issues of the disk are available for
$9.95 (plus $2.00 shipping and handling) by writing
to COMPUTE, 324 West Wendover Avenue, Suite
200, Greensboro, North Carolina 27408.
YES! Start my one-year subscription
to COMPUTE’s Gazette Disk right away
for only $49.95.*
O Payment enclosed (check or money order)
Charge OMasterCard O Visa
Acct. No. Exp. Date
Signature ;
Name
Address
City
State/ ZIP/
Province Postal Code
Mail to COMPUTE's Gazette Disk, P.O. Box 3250, Harlan, IA 51593-2430
*Residents of NC and NY, please add appropriate sales tax for your area, Canadian
orders, add 7% goods and services tax.
VIDEO BYTE Il the only FULL COLOR!
video digitizer for the C-64, C-128
Introducing the world’s first FULL COLOR! video digitizer for the Commodore
C-64, 64-C, C-128 & 128-D computer. VIDEO BYTE can give you digitized video
from you V.C.R., LASER DISK, B/W or COLOR CAMERA or OFF THE AIR or
CABLE VIDEO (thanks to a fast! 2.2 sec. scan time). New version 3.0 software
features full RE-DISPLAY with MULT] CAPTURE MODE, MENU SELECT PRINT-
ING, EXPANDED COLORIZING FEATURES, SAVE to DISK feature and much more!
FULL COLORIZING! Is possible, due to a unique SELECT and INSERT color
process, where you can select one of 15 COLORS and insert that color into
one of 4 GRAY SCALES. This process will give you over 32,000 different color
combinations to use in your video pictures. SAVES as KOALAS! Video Byte II
allows you to save all your pictures to disk as FULL COLOR KOALA'S. After
which (using Koala or suitable program) you can go in and redraw or color
your V.B. pic's. LOAD and RE-DISPLAY! Video Byte !! allows you to load and
Te-display all Video Byte pictures from inside Video Byte's menu. MENU DRIVEN!
Video Byte Il comes with easy to use menu driven UTILITY DISK with V3.0
digitizer program. (64 MODE ONLY). COMPACT! Video Byte II's hardware is com-
pact! In fact no’ bigger than your average cartridge! Video Byte comes with it’s
own cable. INTEGRATED! Video Byte || is designed to be used with or without
EXPLODE! V5.0 color cartridge. Explode! V5.0's menu will return you to VIDEO
BYTE II's menu. EXPLODE! V5 is the PERFECT COMPANION! Video Byte II users
are automatically sent FREE SOFTWARE updates along with new documenta-
tion, when it becomes available. PRINT! Video Byte I! will printout pictures in
BLACK and WHITE GRAY SCALE to most printers. However when used with
Explode! V5.0 your printout’s can be done IN FULL COLOR 8 by 11's SIDEWAYS
on the RAINBOW NX-1000, RAINBOW NX-1000C, JX-80, Seikosha 3000 Al.
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ONLY SHOW program w/auto or manual display is standard
$ 95 with VIDEO BYTE program. And can be backed up!)
79 Why DRAW a car, airplane, person or for that_matter
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SUPER FASTLOAD and SAVE (50K-9 SEC’S) works with ALL C-64 or C-128's NO MATTER
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WORKS WITH P.A.L. ALSO +x IN 64 MODE ONLY TO ORDER CALL 1-708-851-6667 IL RESIDENTS ADD 6% SALES TAX
PLUS $3.00 S/H. NO C.0.D'S. FOREIGN ORDERS U.S. FUNDS ONLY $6.35 S/H. Personal Checks 10 Days to Clear
THE SOFT GROUP, P.0. BOX 111, MONTGOMERY, IL 60538
REVIEWS Circle Reader Service Number 123 Ye) FTWA RE
basketball court for fast action. player with the ball and pressing the Cc LOS E @) U TS
This program’s excellent graphics | fire button, you can steal the ball from
and sound effects make you feel ike your opponent. The joystick also lets For Commodore 64 & 128
you're right there on the court. You you pass the ball to another player of $51 BARGAINS, Your Cholce
hear the clock ticking away and the your choice with the press of the fire Heder procter ean
referee blowing his whistle. You can button. To take a shot, just aim the Telit dal Merk
see your teammates’ positions as well | joystick toward the hoop and press Pop ere boy eee grene st epeirdeoed ki nents
as the opposing team’s players on the | the fire button. It’s that easy. Lrgan, Parr a awe as. due fae
court as they pass the ball. Cheerlead- There are several types of shots INFOCOM BARGAINS, Deadline, Starcross, Suspended, Zork 2 or 3... $$ each
ers appear at halftime to root for you. | that you can take. These include foul or Tes Sue daes Grand Pre
Best of all, you can see your points shots, three-pointers, jump shots, set Fn hig Sone & Votey, Danbustrs.
mounting on the scoreboard each shots, as well as three types of slam Sarein ced War volume t 2013. Fis King xia,
time the ball passes through the hoop. | dunks. A closeup of these slam dunks Eanaoe Buttes, Mache Vie, Henin tas i orn Aes
Double Dribble is a game for one | appears in detail as a team scores. Super Sounder 64 Caige enone.
or two players. However, for two play- | Double Dribble also follows the same haborne fang re eed
ers, you'll need a second joystick. rules and regulations as pro-style ren
Playing against the computer is quite | basketball. Your blocking or charging Assembler by Commodore
challenging, since the computer can will give an opposing team member a Congo Bongo, by Sega eared) nn
match your every move. As the game | chance at the free throw line. Erameianen cheoned W Vaan
begins, use the joystick to select such Overall, I found this game to be GO.tye yun (00 Cnese bone x
options as the number of players, the | quite challenging and entertaining. I Hone Meso by Vobewasiocesestecee
amount of time for each of the four didn’t play like Michael Jordan or Master, € CAL (Oravig & pang graphic system) Pi
quarters, and the NBA team that you | Larry Bird, but I did manage to score Manis: trotie Beret foleceten aeirereeas ry
want to represent during the game. a few points. So if you love basketball, Mardereh ie Mesissipt Sao
You also have the option of selecting | give Double Dribble a shot! Practeai it by Practoory 370
one of three levels of difficulty. If you | cyrisstawasz Spats & Maker Sty Cosi oh
find that you want to change any of | yan “Wath 9 Boer
these settings during a game, you can Nak Meare NAR ee $00
do so with a touch of the f3 key. Commodore 64 or 128—$14,95 TO ORDER, SEND CHECK OR MONEY ORDER To:
Your joystick controls all aspects Konami DRAWER COMPSULT. 93403-5160
of the game, and you can move across 900 Deerfield Pkwy. Ince $4 fr shipping charges in US $8 for Canada $10 forint CA oroers ad 6% sales tax
the court in eight directions. By put- SE NC NE) 1-800-676-6616
ting your player in the path of the (Os\2iorat a sores wo lor 28 et te ea
ses ache mind cca
Circle Reader Service Number 161
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in the February 1991 issue of COM-
PUTE, a reader would get the idea
that there are both Amiga and Gazette
sections in each issue, but there aren’t.
Why the discrepancy, and how often
will a section turn up missing?
TODD MOORE
PIEDMONT, MO.
This was explained last year in
“64/128 View” (October 1990), but
since there still seems to be some con-
fusion, we'll repeat it. After General
Media purchased the four magazines
we produced at COMPUTE! Publica-
tions, the four were merged into one
basic COMPUTE magazine. There
are different versions, however.
Ifyou are a Gazette subscriber, we
send you COMPUTE with the Com-
modore 64/128 material in the Ga-
zette section. Amiga Resource
subscribers get COMPUTE and the
Amiga section. PC subscribers get
COMPUTE with the PC section. If
you subscribe to COMPUTE, you get
all the sections, but without the Ga-
zette type-in programs. For those peo-
ple who may have several different
computers, including a 64 or 128, we
offer a multiversion edition that con-
tains all the material, including the
type-in programs.
Until recently, the Gazette and
Amiga sections were also available in
the newsstand editions. Now they are
available only by subscription and in
certain computer stores: Babbage’s,
Software Etc., and Software Boutique.
From time to time some editions may
contain additional sections. Since we
use the same advertisers index for all
editions, you'll see the references to all
the different editions. On occasion,
subscribers may receive the wrong ver-
sion. If this happens, please contact
our subscription office at (800) 727-
6937.
From SpeedScript to Amiga
Ihave been using SpeedScript 64 for a
number of years, and I have written a
large number of files that I'd like to
READ ee Rees)
Amiga. Unfortunately, the terminal
program I have for the 64 doesn’t
seem to be able to transfer the Speed-
Script files. What do you recommend?
MICHAEL W. BELL
ROCKFORD, IL
The problem of converting Commo-
dore-specific text files to true ASCII
(American Standard Code for Infor-
mation Interchange) is a recurring
one. The reason for making the con-
version usually involves transferring
files from one brand of computer to an-
other. The 64 and 128 derive their
character set from a time when ASCII
wasn't the de facto standard it is today,
and the big players took no pride in be-
ing compatible. Consequently, the 8-
bit Commodores confuse upper- and
lowercase, neglect common characters
such as the brace and underscore, and
even assign some odd character codes
to the characters that they do have.
The remedy is to run a program that
converts Commodore character
codes—commonly called PETSCII
after the original Commodore PET—
into true ASCII.
There are several such programs
available, and usually they read from
and write to sequential files. But
SpeedScript adds a little more com-
plexity to the situation by using its
own special codes for formatting, han-
dling text itself in an atypical fashion,
and writing program files instead of
sequential files. SpeedScript does offer
two ways around this problem. It will
write PETSCII sequential files if you
print the file to the disk by pressing
Shift-Control-P and then D (for disk)
at the prompt. If you press Control-£
and then the A key on the first line of
your document and then print it to
disk, the file will be saved as a true
ASCII file and will be easy to upload .
Screen Dumps and Errors
I have a 64 and a Cardco Card B inter-
face. The Cardco manual has a screen-
dump program, but it doesn’t seem to
work. Is there a screen dump available
‘ ee keep. I also own an Amiga 1000, andI | from any vendor? I need one for my
From looking at the advertisers index | would like to transfer these files to the | BASIC programs.
Also, I have a Blue Chip (BCD
5.25) disk drive that gives erroneous
characters when I add a spreadsheet
or game scores. I have several spread-
sheets that will not work. I would ap-
preciate hearing from other people
who may have similar problems with
their Blue Chip drives.
DENNIS LONG
MANASSAS, VA
Cartridges, such as the Soft Group's
Super Cartridge Explode V.5 and
LMS's Super Snapshot V5, offer
screen dumps and many more fea-
tures. CMD’ JiffyDOS also has a
screen-dump option. Advertisements
for these products can be found in re-
cent issues of this magazine. If you
have back issues of Gazette, check for
a type-in program called PrintScreen
(December 1987). It also offered a cus-
tomizer program for different printers.
There was also a program called Hi-
Res Screen Dump (October 1984) for
1525 or compatible printers.
We have never heard of a disk
drive's being responsible for erroneous
characters in spreadsheets or game
scores. Are you certain you’ve entered
the formulas correctly? If any other
readers have experienced similar prob-
lems, we'll be happy to pass their infor-
mation on to you.
Nifty Jiffy
I was pleased to see Art Hunkins’s fa-
vorable review of Creative Micro De-
sign’s JiffyDOS 6.0 in the December
1990 issue. It’s a terrific system, but I
have to take issue with him on several
points.
First, his apparent horror at the
idea of replacing soldered-in ROM
chips. What’s the big deal? I did it
twice in old 64s. No sweat. Just use
common sense and a good soldering
tool to pull the ROMs, a low-watt iron
to solder the new sockets, and gentle-
ness when inserting the new chips. It’s
nothing that an experienced amateur
or technician couldn’t do in ten min-
utes. That’s all it took me, and I’m no
G16 COMPUTE JULY
W GE 1}
_ sae
FEEDBACK
whiz kid.
Second, save-with-replace routine. That com-
mand works fine in my machine. All I do is have
the révised program in memory, hit fl for the direc-
tory, cursor to the filename, insert three spaces be-
tween the open quotes and the filename, type @0:,
hit f6, and then hit Return. It’s quite convenient.
Third, validate and format speeds. They defi-
nitely are improved on my 1541.
I do have some minor bones to pick with
CMD. I wish it had retained the function-key RUN
and LIST commands as in previous versions and
relegated TLIST and LOAD ML to program-mode
commands.
Otherwise, all’s great, and kudos to COM-
PUTE for the new design.
RICHARD VAN FRANK.
MONTCLAIR, NJ
Once you have some experience with a soldering
iron, removing ROM chips and soldering in new
ones without damaging anything may not be such a
difficult task. But it’s not the place for a beginner to
start. If you have a newer 64 with chips that slide in
and out of their sockets, installing the JiffvDOS re-
placements is a snap. CMD recommends you check
to see which type you have before ordering JiffyDOS.
Reader-to-Reader Help
I am desperate and don’t know where to turn next. I
am looking for a 36-pin plug so I can print docu-
ments in Epson mode for my SR 2000 Dual Inter-
face printer. I have a 64 and a 1541 disk drive. Does
anyone know where I can purchase this plug?
BOB CHALFANT.
12229 SE 196TH ST.
RENTON, WA 98058-7518
The information about my modem was recently
destroyed, so I wrote a letter to the company re-
questing a copy. My letter was returned, since the
company apparently has gone out of business. Can
anyone help me find an instruction manual for a
Westridge Communications modem, model
MFJ-1237?
GARY LEE REYNOLDS
15 DANIEL ST.
UNIONTOWN, PA 15401
Blasts from the Past
I read in one of your magazines that you could or-
der a back issue of COMPUTE, but I was wonder-
ing if it’s possible to order a full year’s worth.
Also, is it possible to get back issues of the
disks?
ERIC SCHNEIDER
KILLEEN, TX
We have back issues of many magazines
and disks, but supplies vary. If you contact
Single Copy Sales, COMPUTE Publications,
324 West Wendover Avenue, Suite 200,
Greensboro, North Carolina 27408,
(919) 275-9809 and specify which issues you
want, we'll see what we can do. Back issues
3-D GRAPHICS DESIGN
¥x Voted Best Graphics Program
—Run Magazine 1988
For Commodore 64/128 in 64 mode
View Designs in Multiple Perspectives
Big Blue Reader 128/64
Read & Write IBM PC Disks!
Big Blue Reader 128/64 is a fast, easy-to-use, menu driven program
for novice and expert alike. Transfers word processing, text, ASCII, and
binary files between Commodore 64/128 and IBM PC compatible 360K
5,25" and 720K 3.5" disks. Includes both C64 & C128 programs.
Requires 1571 or 1581 Disk Drive. Does not work using 1541.
BBR 128 Version 3.1 upgrade, $18+ original BBR disk.
Big Blue Reader 128/64 only $44.95
Bible Search 3.1
The only Bible Study Program with:
1) Entire Old and New Testament on (4) 1541/71 or (2) 1581 disks.
2) An Exhaustive English Concordance on (2) 1541/71 or (1) 1581
disks; includes more than 700,000+ references.
3) Incredible five (5) second look-up time, per/word, per/disk.
4) Instant, automatic spell checking of more than 12,800 words.
5) Boolean Search operators including AND, OR & NOT logic.
6) Search entire Bible in 5 seconds with 1581 or Hard Drive (v3.5).
7) A Money Back Guarantee!
Includes: Easy-to-use, C64 and C128 (40/80 column) programs,
printer and disk output, users guide, disk case, and more.
tx Available on (7) 1541/71, or (4) 1581 disks. (Demo disk $5)
KJV $49.95 vxvkxxdeve NIV $59.95
sx Any questions? Call or write for more information.
ex NOW Available! AMIGA Bible Search
Order by check, money order, or COD. US Funds only.
ew FREE shipping in North America. No Credit Card orders.
Foreign orders add $5 S/H ($12 whole Bible)
SOGWAP Software ® (219)724-3900
115 Bellmont Road; Decatur, Indiana 46733
SS
of magazines are $6.00, and disks are $9.95. There are no issues
for July, August, or September 1990, as we did not publish during
those months.
Final Help
This is in reply to David Richards’ Final Cartridge III question in
the February 1991 issue about the Help and Replace commands.
There is a slight difference in the way the commands act in 64s
with different ROM versions, but all commands work. Enter
PRINT PEEK(65408) to see which version you have. I have com-
puters with versions 0 and 3.
Help is useful in debugging BASIC. It lists the last executed
line. Just enter HELP after pressing Stop or after an error occurs.
io Professional-Educational-Home Applications
Architects, Engineers, Designers,
Programmers, Students
CAD-3D!! enter me into the fastest growing field in
graphic technology. At a special introductory price
$53.95, Add $4.00 fot shipping and handling, for
C.O.D, add an additional $4.00, (California resi-
dents please include 6% sales tax).
iht Software
2269 CHESTNUT STREET
SUITE 162
SAN FRANCISCO, CA 94123
ORDER LINE ¢ (415) 923-1081
FAX ¢ (415) 923-1084
Dealers/Distributors inquiries welcomed.
Circle Reader Service Number 184
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It’s nice when you can’t see an error
message onscreen.
Replace is my favorite command.
It changes BASIC commands, num-
bers, or anything in quotes, excluding
commas and quotation marks. For ex-
ample, if you were to enter REPLACE
“FOR J”, “FOR K”, it would change
J to K in FOR-NEXT loops.
BRIAN KISSINGER
EVANSVILLE, IN
Software Resource
Here’s a hint for your readers who
want to find certain software for the
64, Amiga, Plus/4, VIC 20, or PET. It
will also help you find the names and
addresses of companies that produce
that software. It’s a book called Soft-
ware Information for Commodore
Computers by Menu. It can be found
at public libraries. It’s up to date and
extensive.
JOHN REALING
SPOKANE, WA
You're right, John. We use it quite
‘often. Menu, which is a division of
Black Box, sold this 400-page directo-
ry to Commodore, which is now dis-
tributing it. If you would like to
purchase a copy, write to Commo-
dore—The Menu, Attention Customer
Support, 1200 Wilson Drive, ‘West
Chester, Pennsylvania 19380. The cost
is $12.95 plus $3.00 for shipping and
handling.
Mangled Memory
Iam working on a game program that
uses redefined characters on the 64.
The program also uses three-dimen-
sional arrays. I have a problem with
the screen elements turning to garbage
after it runs for a while. A few reverse
characters can be identified, but that’s
it. Can you help? Is it a problem with
memory?
AL FREEMAN
MIAMI, FL
It sounds like you are experiencing a
memory conflict. You've put new char-
acter shapes used in your game into a
certain block of memory. As the pro-
gram runs and uses different variables,
BASIC stores these variables in the
same memory where the character
shapes are stored. This causes the indi-
vidual character shapes to turn to gar-
bage. Reverse character shapes are in
the second half of the character set, so
they are the last ones to be garbled.
Gi8 COMPUTE UEUS ES Y?
FEEDBACK
The Video Interface Chip (VIC-
II) handles all the video-related chores,
including the display of character
shapes. This chip can access only 16K
of memory at atime. The default video
bank is 0 (from location 0 to 16383),
which means the screen, custom char-
acter shapes, and sprites must all re-
side in that same 16K block. Since a
complete character set uses 2048 bytes,
it’s common to use the 2K at the top
of the video bank for that purpose.
This puts the custom characters at
14338-16383.
A 64’s BASIC is built into a con-
tinuous section of memory. The 64
uses locations 0-1023 for its own pur-
poses, and screen memory and sprite
pointers occupy 1024-2047. The first
byte available for BASIC is 2048.
Read Only Memory (ROM) starts at
40960. So under normal circum-
stances BASIC controls the 38,911
bytes of the memory from 2048 to
40959,
What about the custom charac-
ters that are stored at 14336-16383?
They are in the middle of the block of
memory BASIC expects to use as its
own. This is where the problem arises
with your custom characters turning to
garbage when your program runs.
BASIC expects to use this area for its
own purposes. As it uses more and
more variables, memory fills up, and
before long your character shapes have
been overwritten by BASIC.
There are a couple of things you
can do to get around this problem.
Move the characters to another loca-
tion, or move BASIC. Moving the
character sets requires moving the vid-
eo banks, which also means you have
to move the screen and the HIBASE
pointer at 648. If you do this, then you
have to either disable the Restore key
or avoid pressing Run/Stop-Restore.
Most programmers find it easier to
move BASIC to another location. To
transfer the start of BASIC from 2048
to 16384 (which is just past the end of
your character set), enter the following
lines in direct mode before you load
your program:
POKE 43,1:POKE 44,64: POKE
16384,0: NEW
An ST Magazine?
First of all, I want to say that I’m not
precisely happy with your decision to
TSS ST
integrate Gazette into COMPUTE. Of
course, I understand your decision,
since there are fewer 64 owners; that
means fewer subscribers. But I think
you're going to lose more subscribers
with this decision. Time will tell. Any-
way, I’ll probably renew my subscrip-
tion, since I don’t know of any good
Commodore-only magazine other
than yours.
The main purpose of this letter is
not to complain, however. I’ve just
bought an Atari 520 ST (I'll keep my
good old 128), and I was wondering if
you publish any ST-specific maga-
zines or books.
JOSE LUIS REGUEIRO
MONTEVIDEO, URUGUAY
As 8-bit Commodore users upgrade to
other systems, they also make changes
in the computer magazines that they
buy. It’s true that Gazette doesn’t have
as many subscribers as it did when in-
terest in the 64 was at its peak, but a
more significant problem is the shrink-
ing number of advertisers. For most
publications to remain healthy, they
must have advertisers as well as sub-
scribers. Look at a Gazette from a few
years ago and then look at this issue.
Compare the number of ads for Com-
modore-related products.
By combining Gazette with
COMPUTE, which now has a PC fo-
cus (and more advertisers), we can
somewhat offset the loss in 64 advertis-
ing revenue and yet still provide Com-
modore owners with the useful,
entertaining, and informative material
that they want.
From 1986 until 1988, we pub-
lished COMPUTE!’s Atari ST Maga-
zine with a companion disk. It failed
to attract sufficient advertisers or a
large enough base of subscribers to re-
main profitable. Back issues of the
magazine and disk are still available.
The price for each magazine and disk
combination is $8. Foreign orders
should add $6 for postage. To order
back issues of any of our magazines,
write to our Greensboro, North Caroli-
na, address printed below.
Ifyou have a question, comment, or
problem, we want to hear from you.
Send your letters to Gazette Feedback,
COMPUTE Publications, 324 West
Wendover Avenue, Suite 200, Greens-
boro, North Carolina 27408. o
PROGRAMMERS PAGE
R AN D Y
T HOM PS ON
aa
his month “Programmer’s Page”
presents 128 programming tipsp—
that is, programming tips for the
Commodore 128 (not 128 tips).
Got it? Good!
Taking It with You
Like to move to 64 mode without los-
ing the current BASIC program? It’s
easy. Simply enter the following
commands:
POKE 43,1
POKE 44,28
These POKE statements tell the
64 portion of your computer that the
current BASIC program may be found
in memory at 7169 ($1C01), the de-
fault location in 128 mode.
HENNING VAHLENKAMP
MATAWAN, NJ
Timely Program Saves
This util.ty programs one of your
computer’s function keys so that it
saves the current BASIC program to
disk. To keep successive saves sepa-
rate, the elapsed time is added to the
end of the program’s filename.
When you run this utility, you
are asked to enter a filename and a
function-key number. As an example,
enter MYPROGRAM,, 5 (the 5 speci-
fies the f5 key). Answer Yes at the RE-
SET CLOCK prompt. Next, load the
program you want to edit, make your
changes, and then press f5. If 20 min-
utes and 32 seconds have elapsed,
your program will be saved to disk
using the filename MYPROGRAM
002032. Now let’s say you make addi-
tional changes which take exactly 5
minutes. When you press f5, the pro-
gram is saved with the filename
MYPROGRAM 002532.
10 C$=CHR$(34):BL$=“ 9
20 INPUT “PROGRAM NAME,
FUNCTION-KEY
NUMBER”;P$,K
30 P$=LEFT$(P$+BL$,10)
40 PRINT “RESET CLOCK?”
50 GET K$:IF K$<>“Y” AND
K$<>“N” GOTO 50
60 IF K$=“Y” THEN
TIS=“000000"
70 KEY K,“DSAVE” +C$+P$+
C$+TIS+CHRS(13)
In addition to providing a way to
differentiate between multiple ver-
sions of the same program, this utility
also allows you to see how much time
you spend between programming
sessions.
JAMES A. SWIFT
ORLANDO, FL
HANDY
PROGRAMMING
FOR THE
128 ONLY
In Focus
To increase the readability of the
128’s 80-column screen, try entering
the following POKEs:
POKE 54784,9
POKE 54785,232
This smooths out the vertical ap-
pearance of the 128’s slightly grainy
80-column character set.
JESSE SIEHLER
CUMBERLAND, MD
Undocumented Info
Although it’s not mentioned in the
128 System Guide, you can use
CTRL-S instead of the Scroll Lock
key to pause screen scrolling. Press
any other key to continue scrolling.
Another undocumented keyboard tip
is the ESC ESC sequence. Hitting the
Escape key twice provides an alterna-
tive to the traditional ESC O sequence
for canceling quote mode.
If you have a 128D or 128 witha
ROM upgrade, enter the following
instructions.
BANK15:FOR L=25589 TO
25611:PRINT CHR$
(PEEK(L));:NEXT
It reveals a secret message.
HENNING VAHLENKAMP
MATAWAN, NJ
Double-Spaced Listings
With the 128’s expanded memory,
programs can reach enormous
lengths. Large BASIC listings can be-
come quite a headache to debug, too.
The following function-key definition
can help out. After executing the code
below, pressing the f7 key prints a
double-spaced program listing to the
screen.
KEY 7,“OPEN128,3:
CMD128:LIST:CLOSE128:
A?+CHRS(13)
Note the A at the end of the func-
tion-key string. This forces a syntax
error which resets the computer’s text
output to normal, single-spaced print-
ing. Without this A, strange side ef-
fects occur. If you’d like the option to
list a specific range of program lines,
use these function-key definitions:
KEY 7,“OPEN128,3:
CMD128:LIST”
KEY 8,“:CLOSE128:
A”+CHRS(13)
To use these keys, press f7, enter
the line-number range you want to list
(or don’t enter anything if you want to
list the entire program), and then
press f8.
ARTHUR MOORE
ORLANDO, FL
“Programmer’s Page” is interested in
your programming tips and tricks.
Send all submissions to Programmer's
Page, COMPUTE’s Gazette, 324 West
Wendover Avenue, Suite 200, Greens-
boro, North Carolina 27408. We'll pay
$25-$50 for each tip we publish. o
JULY
IOC a COMPUTE G19
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MACHINE LANGUAGE
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rogramming hi-res graphics on
the Commodore 64 or 128 (in 40-
column mode) has always been a
mystery to newcomers. The most
confusing thing about the Commo-
dore hi-res screen is the fact that it
isn’t laid out the way you might ex-
pect. The eighth pixel on the top row
of the screen appears next to the
ninth, but they are actually eight bytes
apart. As you might expect, plotting
points on a screen like this can in-
volve some pretty complicated math.
This month’s column should
make it crystal clear. Given X (0-319)
pixels from the left of the screen, and
Y (0-199) pixels from the top, the cal-
culation goes as follows. Divide X and
Y by 8 (keeping the remainders XR
and YR). The quotients represent the
row (0-39) and column (0-24) of the
character cell in which the pixel is lo-
cated. Multiply the Y quotient by 40
and add the X quotient; that gives the
character cell number. Multiply this
result by 8 to get the byte number for
the start of the graphics cell memory;
add YR to get the actual byte. The re-
sulting number, from 0 to 7999, deter-
mines the byte within graphic
memory. Add the graphics base to get
the actual address. The XR value will
tell us which of the eight bits will be
involved.
It sounds complex, but it can be
worked out neatly in machine lan-
guage. Multiplying and dividing by 8
is just a matter of three shifts, left or
right. Dividing by a value such as 8,
the remainder is even easier: The
AND function will extract it for us.
Looking more closely, we see that a
division by 8 is followed by a multi-
plication by 8; that provides another
shortcut.
In fact, multiplying by 40 seems
to be the hardest part, and that’s just
multiplying by 5 and then by 8.
Assuming that the graphics base
is at address $2000, and that the user
will POKE values of X into addresses
78 (high byte, $4E) and 79 (low, $4F),
and POKE Y into address 80 ($50).
LDA $50
033C AS 50
033E 29 07 AND #$07
0340 85 52 STA $52
Note that the EOR command will
produce the equivalent of INT(Y/8)*8
ina single instruction. We'll do this
again later for X.
0342 45 50 EOR $50
0344 85 FC STA $FC
0346 A2 00 LDX #$00
0348 86 FD STX $FD
CALCULATING
HI-RES
SCREENS
IT ALL
ADDS UP
We'll multiply by 4 and add the
original value to get the effect of mul-
tiplying by 5. We're arriving at the
equivalent of INT(Y/8)*40.
034A 06 FC ASL $FC
034C 26 FD ROL $FD
034E 06 FC ASL $FC
0350 26 FD ROL $FD
The earlier value is still in A, so
we may add immediately. Can you
see why we may be sure that the carry
flag is clear?
0352 65 FC ADC $FC
0354 90 02 BCC $0358
0356 E6 FD INC $FD
The calculated value is in the A
register (low) and address $FD (high).
Next you want to multiply by 8, so
continue to use A. A loop is possible,
but straight code is easy.
0358 OA ASL
0359 26 FD ROL $FD
035B 0A ASL
035C 26 FD ROL $FD
035E 0A ASL
035F 26 FD ROL $FD
0361 85 FC STA $FC
Time to work on X.
0363 AS 4F LDA $4F
0365 29 07 AND #$07
0367 85 51 STA $51
0369 45 4F EOR $4F
The three low bits of the A regis-
ter must be 0. We want to add the val-
ue in A to the value in $FC and $FD,
and then add the Y remainder that we
stored long ago in address $52. These
values have no bits in common, so we
can combine them and save a step
using the ORA instruction.
036B 05 52 ORA $52
036D 65 FC ADC $FC
036F 85 FC STA $FC
Video base address is assumed as
$2000.
0371 A5 4E LDA $4E
0373 09 20 ORA #$20
0375 65 FD ADC $FD
0377 85 FD STA $FD
0379 60 RTS
In the above coding, the carry flag has
been doing exactly the right thing ev-
ery time. A happy occurence.
Address FC/FD contains the ad-
dress of the byte for manipulation.
You'll need this bit-lookup table.
037A 80 40 20 10 08 04 02 01
Finally, this calling routine will
calculate the location and set the
pixel.
0382 20 3C 03 JSR $033C
0385 A6 51 LDX $51
G20 COMPUTE JULY
WEN 4
MACHINE LANGUAGE
0387 AO 00 LDY #$00
0389 B1 FC LDA ($FC),Y
038B 1D 80 03 ORA $037A,X
038E 91 FC STA ($FC),Y
0390 60 RTS
POKE 78,X-high (0 or 1); POKE
79,X-low; POKE 80,Y and then SYS
898 (that’s address $382), and the
pixel will be plotted. Although the
above might seem like a lot of code,
it’s surprising how much good math
you can pack into a relatively brief
machine language program.
The following BASIC program
may seem slow, but that’s the fault
of BASIC, not the ML code. Note
that address 8192 (hex 2000) is with-
in the activity area of the BASIC lan-
guage; a larger program using this
kind of code would need to look
carefully so that the screen would
not collide with BASIC.
108 DATA 165,80,41,7,133,82
118 DATA 69,88,133,252,162,0
128 DATA 134,253,6,252,38,253
1308
148
158
168
1708
188
198
2008
210
2208
230
308
3108
320
330
348
408
4168
420
458
460
476
486
490
506
5168
526
538
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
6, 252,38, 253,101,252
144,2,230,253,10,38
253,10,38,253,18,38
253,133,252,165,79, 41
7,133,81,69,79,5,82
101,252,133,252,165
78,9,32,101,253,133
253,96,128,64,32,16,8
4,2,1,32,68,3,166,81
DATA 160,0,177,252,29,122
DATA 3,145,252,96
FOR J=828 TO 912
READ X:T=T+X
POKE J,X
NEXT J
IF T<>9391 THEN STOP
REM SWITCH IN HI-RES
POKE 53272,24
POKE 53265,59
REM CLEAR COLOR
FOR J=1024 TO 2047
POKE J,118:NEXT
REM CLEAR CHARACTER
FOR J=8192 TO 16383
POKE J,@:NEXT
FOR X=30 TO 200
Y=20:GOSUB 900
Y=X-10:GOSUB 900
54 Y=X-9:GOSUB 900
550 NEXT X
798 FOR J=1824 TO 2047
800 POKE J,32:NEXT
REM SWITCH OUT HI-RES
POKE 53272,20
POKE 53265,27
END
POKE 78,X/256
POKE 79,(X AND 255)
POKE 88,¥:SYS 898
RETURN a
818
828
838
846
906
910
920
938
Use the handy ~
Reader Service Card
in the back of the
magazine to receive
additional information
on our advertisers.
————
1990 Gazette Index
Everything’s included!
Features,
education/home applications,
games, reviews,
programming, bug-swatter,
feedback, and columns!
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bilities. An options screen allows you to choose text
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documentation on disk.
Choose from three modes of operation—browse for quick
scanning, view for detailed information and descriptions,
and edit for adding items from upcoming issues—and
print to any printer. There’s even a turboload option for
maximum disk-access speed.
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1990 GAZETTE
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Send your order to 1990 Gazette Index, 324 W.
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Nl
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BEGINNER BASIC
Ithough we studied this not long
ago, we'll continue our BASIC
math with a review of the some-
what arcane, but nevertheless
quite useful, trigonometric functions
sine, cosine, and tangent (or SIN,
COS, and TAN, as they are used in
BASIC). But first a brief course in
trigonometry.
Triangles are the reasons trig ex-
ists. Without those ubiquitous three-
sided figures, SIN, COS, and TAN
probably would never have been in-
vented. In the good old days, you had
two methods for finding various sides
and angles in triangles: trigonometry
tables in books and a slide rule.
Thanks to calculators and computers,
trig functions are now a mere keypress
away and more accurate than either
the slide rule or tables. SIN, COS, and
TAN can handle most triangulation
problems you’d want to solve. Yes,
there are more trig functions, but
most of them can be derived from
these basic three functions.
To use trig to discover unknown
sides or angles, the triangle must be a
right triangle—that is, one angle must
equal 90 degrees. (In this column, tri-
angle means “right triangle.”’)
You must also know at least two
Figure 1
other things about it: the length of one
[ESP AR Raney,
Cc OTTON
side and the size of one angle, or the
length of two sides. However, know-
ing all the angles is not sufficient to
calculate the sides. Possibly the most
common triangle is a 45-45-90 (so
called because of its angles); both its
short sides are the same length.
The next most common is a 30-
60-90. The length of its shortest side is
always half the length of its longest.
Notice that the sum ofa triangle’s an-
gles is always 180 degrees; if you know
two angles, just subtract their sum
from 180 to find the third angle. By
knowing the lengths of any two sides
ofa triangle, you can find the length of
the third side by using squares and
square roots (see last month’s col-
umn). Here’s an example:
10 PRINT“[CLR|[DN]IF YOU DON’T
KNOW A SIDE,”
20 PRINT“JUST PRESS RETURN.”
:PRINT
30 INPUT“LONGEST SIDE”;SL
40 INPUT“SHORTEST SIDE”;SS
50 INPUT“SECOND LONGEST
SIDE”;SM
60 IFSL=0THENUS=SQR(SSt2+SM12)
70 IFSM=0THENUS=SQR(SLt2—SS?2)
80 IFSS=0THENUS=SQR(SLt —SM1 2)
100 PRINT:PRINT“UNKNOWN SIDE
IS"US
When running this program, just
press Return to denote the side you’re
trying to find. For instance, if you
press Return at the first prompt, the
value of the longest side will be 0.
Then, after you enter the values of the
two other sides, line 60 will execute. It
detects that SL (the longest side) is 0,
or unknown, and calculates its value.
We're using the Pythagorean
theorem, which says that the square of
the longest side of a triangle is the sum
of the squares of the other two sides.
Look at line 60. US (the unknown
side) is calculated by taking the square
root of the sum of the squares of the
other two sides. Remember that math
inside parentheses is done first. There-
fore, SS (the shortest side) is squared
first; then SM (the next longest side) is
squared before those two numbers are
added. The square root of that num-
ber is taken, giving the length of the
longest side.
Line 70 or 80 is used if the long-
est side and one of the shorter sides
are known. The longest side is
squared first; then the known short
side is squared. The latter result is
KNOWN ANGLE
ADJACENT
OPPOSITE
Figure 2
G22 COMPUTE JULY
NOR
BEGINNEI BASIC
subtracted from the former, and the
square root of that result is taken to
get the answer. One of the IF-THENs
will always be true if two legal values
are entered. Even though three ques-
tions are always presented, only two
positive values can be entered. Line
100 always prints the answer.
Try entering 5 for the longest side
and 3 for the shortest. The second
longest side will be 4. Another whole-
number triangle is one whose sides are
5-12-13. In other words, if you just
press Return at the first prompt and
then enter 5 and 12, the answer will be
13. If you enter 13, skip the next, and
enter 12 for the second longest side,
the answer is 5.0000001, which should
be exactly 5.
The reason for the very slight
mathematical error is that the com-
puter converts every decimal number
you enter to a binary number, does
the calculations in binary math, and
then converts the binary answer back
to decimal form. Some accuracy is
COMPUTE’s
lost in this conversion process.
SIN is simply a ratio of the
lengths of two sides ofa triangle. Ina
30-60-90 triangle, ifthe shortest side is
5 feet, the longest will be 10 feet. The
ratio of the two sides is 5:10, which
can be written 5/10 or .5. The shortest | angle is called the adjacent side, and
side will be opposite the 30-degree an- | the long side is the hypotenuse. (See
gle. The SIN of 30 degrees is .5. The
SIN of any angle is the ratio of the
side opposite the angle to the longest
side. (See figure 1.)
To find this value using the com- | 10 INPUT“{CLR][DNJSHORT SIDE”;SS
puter, try entering the following in the | 20 INPUT“[DNJANGLE OPPOSITE
immediate mode.
PRINT SIN(30)
Surprisingly, the computer spits out
—.988031623. What gives?
The computer calculates trigono- 1S"SM
metric functions in radians. There are | 80 PRINT:PRINT“SHORT SIDE IS”SS
pi (about 3.14) radians in 180 degrees; | 90 PRINT:PRINT“ANGLES ARE 90,"KA“,
one degree equals about .017 radian.
Therefore, in order to calculate SIN in
degrees we must type the following:
PRINT SIN(30*7/180)
This will yield the correct answer, .5.
The side opposite the known an-
gle is called, appropriately, the oppo-
site side. The side next to the known
figure 2.) As an example, if you know
one angle and its opposite side, you
can calculate everything else.
SHORT SIDE”;KA
30 SL=SS/SIN(KA*r/180)
40 AN=180-90-KA
50 SM=SQR(SL112-SSt12)
60 PRINT:PRINT“LONG SIDE IS’SL
70 PRINT:PRINT“NEXT LONGEST SIDE
AND” AN
Next month: more trig!
SpeedScript Disk
A powerful word processing
package for Commodore 64
and 128 owners
A Great Deal for Commodore
Users!
° SpeedScript for the 64
¢ SpeedScript 128—80-column version
¢ Spelling checkers
* Mail merge
° Date-and-time stamp
¢ 80-column preview for the 64
¢ Turbo save and load
¢ Plus more than a dozen other SpeedScript
support utilities all on one disk (includin
full documentation)
| YES! Send me
SpeedScript Disk.
| I've enclosed $11.95 plus $2.00 postage and handling. (Outside
U.S. and Canada add $1.00 for surface mail or $3.00 for
| airmail.)
copies of COMPUTE’s
Amount
Total
: ORDER NOW! Sales Tax
| Name
| Address
| City
Mail personal check or money order to
Commodore SpeedScript Disk
l 324 W. Wendover Ave., Ste. 200
Greensboro, NC 27408
| Residents of North Carolina and New York, add appropriate tax for your area. Canadian
orders, add 7% good and services tax.
Please allow 4-6 weeks for delivery. Program available only on 5%4-inch disks.
VeUG Lye slmOmone COMPUTE G23
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6
DIVERSIONS
ALS 1)
DiaesG NGA zo
°
bout a year ago I wrote a column
announcing the Design-a-Robot
Contest. Shortly after that piece
appeared, COMPUTE! Publica-
tions went through major changes,
and the Design-a-Robot Contest had
to be postponed. Recently we’ve had a
resurgence of interest in this contest,
so we've decided to run it again.
When I was a little kid, the only
robots I saw were on TV and in the
movies. Back then there were no real
robots, only robots of fantasy and sci-
ence fiction—robots like Robbie, To-
bor, Klaatu, and Gog. That didn’t
stop me from trying to build a robot
of my own. I scavenged parts from old
bicycles, washing machines, photo-
copiers, and toasters. I once even used
a bedpan as a robot's body. During
school I daydreamed about building a
robot of my own—a man Friday, a
servant, a buddy, a friend.
When I grew up, I learned that
while I was dreaming up make-believe
robots, real robots were being built in
the U.S., Europe, and Japan. The real
robots looked like long skinny sea
monsters with pliers for jaws. They
were called robot arms and were bolt-
ed to factory floors. They painted cars,
welded, and lifted heavy objects.
NASA built other robots and
launched them into outer space. In
space or on earth, robots journeyed
where humans could not go—into the
poisonous atmosphere of Venus, the
crushing gravitational pressure of
Jupiter, and the cores of nuclear reac-
tors. They became a sort of human
telepresence that could explore the
universe and take risks we humans
dared not take.
Robots began doing jobs that
were dull, dirty, or dangerous. Robots
never got sick, didn’t take coffee
breaks, had an infinite attention span,
and could work three shifts without
dropping. Bosses liked them because
they never talked back, didn’t go on
strike, and didn’t belong to a union.
All these outer space, undersea,
and factory robots were neat, but they
weren’t what I really wanted. I wanted
a robot like C3PO, R2D2, or Vincent
in Walt Disney’s The Black Hole.
For a while, in the early 1980s, it
looked as if I would get my wish. As
personal computers grew in populari-
ty, a new field of personal robotics
emerged. An International Personal
Robotics Congress was held in Albu-
querque, New Mexico, in April 1984.
Thé following two years personal ro-
bots were everywhere. Every week new
robots came to my house so I could re-
view them for COMPUTE!’s Gazette
or for the TV program I was on, “The
New Tech Times.” When the show's
TV crew arrived, I would plug the ro-
bots into my Commodore 64, turn
them on, and let them roam the house.
THE CONTEST
RETURNS:
DESIGN
AROBOT
For one of the TV shows I had 27 ro-
bots (monkeys, turtles, and robo-balls)
all running at the same time.
I was in seventh heaven. My
childhood dreams had (almost) come
true. But then the bottom fell out in
the personal robotics business. No
new robots came to stay. I was sad. I
missed the whir and buzz of the little
motors, the tire tracks across my
scrambled eggs, and the occasional
wandering robot who ended up stuck
in the bathtub, wedged under the toi-
let, or lost among the galoshes in the
back of the closet. I missed their chip-
per voices, their songs (like “Old Mac-
Donald Had a Robot”), and their
clever remarks when they encoun-
tered the broom or the cat. “Hi!”
they'd say. “Are you a human being?”
I can’t wait around any longer. If
the robot revolution isn’t going to
happen on its own, I’ll make it happen
with the Design-a-Robot contest.
Entering the contest is easy. All
you have to do is invent a new per-
sonal robot on paper. It can be com-
pletely original or a combination of all
the robots you’ve seen, dreamed
about, or imagined. Draw a picture of
the robot, label all of its interesting
parts, and describe what each part
does. Show me how the robot relates
to your computer. Does the computer
control the robot? Does it program the
robot? If so, how? How are the signals
and commands transmitted and re-
ceived? What kind of programming
language should the robot use? Can
you invent commands of your own?
Along with the robot’s diagram I
would like a short description of what
robots mean to you. Reach down into
your heart. What would you do if you
had a robot just like the robot you’ve
designed? Be specific. Be imaginative.
Be wild. Send me your creations.
All entries must be received by
August 30, 1991, and winners will be
selected by October 15. The first-place
winner will receive a model robot val-
ued at $200; five runners-up will each
receive a smaller robot valued at $30.
Please send me your contest en-
try (pictures, labels, description, and
so on) to Design-a-Robot Contest,
COMPUTE Publications, 324 West
Wendover Avenue, Suite 200,
Greensboro, North Carolina 27408.
Be sure to include your name, ad-
dress, and telephone number. Win-
ners must consent to have their robots
featured in a future “D’Iversions” col-
umn without additional compensa-
tion. The odds of winning a prize will
be determined by the number and
quality of entries. The decision of the
judges will be final, and COMPUTE
Publications cannot be held responsi-
ble for entries misdirected in the mail.
Entries become the property of COM-
PUTE Publications and cannot be re-
turned. Employees of COMPUTE
Publications are not eligible. o
G@24COMPUTE JULY
Ch al
PROGRAMS
sil
n ancient times humans regarded
Jupiter as the ruler of the sky. Re-
cently, interest in the giant planet
has rocketed due to the wealth of
new information discovered by the
Voyager spaceships. This program
displays the 16 major moons and their {
orbits around Jupiter.
The program consists of two
modules: JUP.BAS and JUP.ML. The
first is written in BASIC. To avoid
typing errors, use The Automatic
Proofreader to type it in; see “Typing
Aids” elsewhere in this section. When
you’ve finished typing it in, be sure to
save a copy of the program.
The second part of the program,
JUP.ML, is written in machine lan-
guage. Enter this module with MLX,
our machine language entry program;
again, see “Typing Aids.” When MLX
prompts you, respond with the values
given below.
Starting address: C000
Ending address: C18F
When you've finished entering
JUP.ML, be sure to save it with that
name to the same disk as JUP.BAS.
Load and run JUP.BAS; it will auto-
matically load JUP.ML.
Choosing Moons
After a short pause, the main menu
will appear. You'll see a list with Jupi-
ter at the top, then the 16 moons,
starting with Metis (the moon closest
to the planet) and ending with Sinope
(the moon farthest from Jupiter).
Use the up- and down-cursor
keys to select which moon orbits you
wish to see. Discs on the left of the
screen will indicate which moons are
currently selected. You can choose a
group of either four or eight moons.
Press the G key to display the moon
orbits. After a pause for calculations,
the graphic screen will appear.
Orbit Graphics
Jupiter is shown in the center of the
screen. The scale depends on which
moons you select, so Jupiter will ap-
pear as a circle when you select the in-
Mr 0..NU> cE
ner moons and as a dot when you
select the outer moons.
The moons are shown as dots at
various distances from the planet. Press
G, and the moons will move around
the planet in their orbits, leaving a trace
behind them. You can adjust the speed
of the graphics by pressing the F key
(faster) or the S key (slower).
At the lower left corner of the
screen, a readout shows how many
earth days have elapsed. The innermost
moons take only a few hours to com-
plete an orbit. The outermost moons
take more than an earth year. To halt
the moons, press X.
MOONS OF
JUPITER
LEARN MORE ABOUT
THE NUMEROUS
MOONS THAT ORBIT
AROUND THE PLANET
JUPITER WITH THIS
ASTRONOMY
PROGRAM FOI
THE 64
Names and Facts
While the graphic screen is halted, you
can identify the moons shown by press-
ing the N key. A moon will flash while
its name appears on the screen. To
identify the next moon, press N again.
When a moon is flashing, you can
press I to view information about it.
To exit from any part of the pro-
gram, simply press X. It will take you
back to the previous screen.
DGEwoOR
TH
Comparing Moons
Go back to the main menu and press
the C key. The comparison menu will
appear. Now hit P, D, E, or S to com-
pare period, distance, eccentricity, or
size, respectively. To make the figures
more meaningful, the corresponding
data for our own moon is also shown
for comparison.
Customizing
You can easily change the program’s
colors on line 380. CO is the border
color, Cl is the screen color, C2 is the
text color, and C3 is the color used for
Jupiter and moon traces. Similarly,
you can change the 16 moon colors on
line 390, but don’t make anything the
same color as the screen, or it will be
invisible.
Callistro’s orbit should appear
circular on your screen. If not, try
slightly adjusting the value of SC on
line 380.
If you want to tinker with the or-
bits, here’s the data format in lines
110-270: name, diameter, semimajor
axis, eccentricity, period, longitude of
perihelion, longitude at start.
Notes
The graphics show views approxi-
mately from the ecliptic north. When
viewed from the north, all the planets
and most of the moons in our solar
system orbit counterclockwise. Notice
that four of Jupiter’s moons orbit the
other way around. One possible expla-
nation is that they might have been
asteroids captured by Jupiter’s gravi-
tational field.
JUP.BAS
RF 166 REM COPYRIGHT 1991 - CO
MPUTE PUBLICATIONS INTL
LTD ~ ALL RIGHTS RESER
VED
DATA METIS,40,128,9,.29
5,6,0
DATA ADRASTEA, 40,129,6,
+295,8,126
DATA AMALTHEA, 276X165X1
50,180,.003,.489,0,281
DATA THEBE,80,222,.013,
-678,6,331
DATA 10,3646,422,.004,1
-77,6,233
JK 116
DX 126
PF 136
MD 146
XP 156
JHU LOY,
THORS S) COMPUTE G25
@
~
3
Wi
«
3
Qa
°
=
=
°
cs)
ky
in
fies
i]
N
I
Lo)
PROGRAMS
RS
FS
RF
EK
PG
KA
BR
BS
JA
KM
BS
KH
PM
KP
FC
QQ
KP
CB
JD
G26 COMPUTE
166
176
186
196
266
216
226
236
246
256
260
276
286
296
300
316
326
336
346
356
366
378
386
396
400
41d
426
430
446
456
466
476
486
490
508
516
526
536
546
550
DATA EUROPA, 3100,671,.8
1,3.55,8,273
DATA GANYMEDE ,5276,1670
1 -001,7.16,0,81
DATA CALLISTO, 4996,1885
1 -007,16.69,8,332
DATA LEDA,16,11116,.147
1240,280,309
DATA HIMALIA,96,11476,.
158,251,249,101
DATA LYSITHEA,16,11719,
-107,266,11,297
DATA ELARA, 32,11746,.26
7,266,149,81
DATA ANANKE,16,21200,.1
7,-610,186,36
DATA CARME,16,22660,.21
17698,6,239
DATA PASIPHAE,16,23508,
-38,-734,6,90
DATA SINOPE,16,23706,.2
8,-760,226,243
DATA OUR MOON, 3478,384,
-055,27.32,0,0
IFI=Q@THENI=1:LOAD"JUP.M
L",8,1
POKE55 ,@: POKE56,136:CLR
7Q=16
DIMSN (255) ,CS(255) ,NAS(
Q) ,DI$(Q) ,CR(Q) ,RA(Q) ,E
C(Q) ,PE(Q) ,PA(Q) ,EA(Q)
V=53248: PP=34816:SP=368
56
$1=53200:S2=S1+8:S3=S2+
8
¥C=139.5:XC=173.5:MI=G:
RJ=71.6
TTS$="{RVS} THE MOONS OF
JUPITER {OFF}
{2 SPACES}" t
CPS$="COMPUTE PUBLICATIO
NS INTL LTD (C) 1991"
WT$="{3 DOWN}CALCULATIO
NS WILL TAKE A FEW SECO
NDS ...":CMS="COMPARISO
"
N
DJ$=" DISTANCE FROM CEN
TER OF JUPITER": TKS="TH
OUSAND KM"
CG=66:C1=6:C2=14:C3=11:
SC=1.3
DATA 2,3,4,5,6,7,8,9,16
712,13,14,15,4,3,2
PRINT" {CLR} "CHRS$ (142) CH
R$ (8) :CT=11
POKEV+32,C@: POKEV+33,C1
2 POKE646,C2
PRINT CPS$:PRINT
PRINTTAB (8) TT$: PRINTWTS
FORI=6T0255: J=1*J/128
SN (I) =SIN(J) :CS (TI) =COS(
J) NEXT
FORN=8TOQ
READNAS (N) ,DIS(N) ,RA(N)
rEC(N) ,PE(N) -J,K
PA (N) =(J*256/360+.5) AND
255
EA (N) =(K~J) /366:NEXT
FORN=@8TOQ-1:READCR(N) :N
EXT
FORI=PPTOPP+126: POKEI,@
:NEXT
POKEPP+28,112:POKEPP+31
7112
POKEPP+34,112:POKEPP+89
7112
POKEPP+92, 248: POKEPP+95
7248
POKEPP+98 , 248: POKEPP+1G
JULY
MS
RC
BE
PE
JB
EK
AQ
CK
KP
DB
JF
MX
XD
GJ
sp
xd
PE
AF
AG
sp
BJ
QP
MC
EM
xc
HF
FH
GS
AR
FE
BD
BQ
sQ
BX
MF
AS
QP
PH
GK
FP
MM
DS
JH
SG
PE
MJ
sG
56a
576
580
590
668
610
620
630
646
659
666
676
680
690
700
716
726
736
748
750
760
776
788
798
868
816
826
830
840
850
860
876
886
890
900
910
920
936
940
958
966
9768
986
998
1,112
T=G: PRINT" {CLR} "TTS"MAI
N MENU": PRINT
PRINTCHRS (113) "JUPITER"
FORI=GTO15: PRINT" "NAS (
I) NEXT
PRINT: PRINT"UP/DOWN=SEL
ECT MOONS"
PRINT"G=GO": PRINT"C=COM
PARE": PRINT"E=END PROGR
Am"
IEMI>6THENMI=@
IEMI<OTHENMI=6
BI=(6ANDMI) *2
BO=BI+3+4* (1ANDMI)
PRINT" {HOME} {2 DOWN}":F
ORI=0TO15
J=113:1IFI<BIORI>BOTHENI
=32
PRINTCHRS (J) :NEXT
POKE198,0
GETK$: IFKS="G"THEN756
IFKS="C"THEN1200
IFKS="{DOWN} "THENMI=MI+
1:GOTO614
IFKS$="{UP}"THENMI=MI-1:
GOTO616
IFKS<>"E"THEN696
PRINT" {CLR}":END
PRINT" {CLR} "TT$:PRINTWT
$
ONMI+1GOSUB776,786,796,
800,816,826,830:GOTO84G
TL=.0004:TS=.005:TH=.04
: RETURN
TL=,0065:TS=.62:TH=.1:RE
TURN
TL=,02:TS=.1:TH=.4:RETU
RN
TL=.1:TS=.2:TH=.7:RETUR
N
TL=.4:TS=3:TH=12:RETURN
TL= 'S=4:TH=16:RETURN
TL=1.5:TS=6:TH=45:RETUR
N
MA=RA (BO) * (1+EC (BO) )
YS=99/MA:XS=YS*SC
QB=BO-BI:CN=9
FORN=0TOQB: POKEV+39+N,C
R(N+BI) :NEXT
FORI=0T023:POKES1+I,@:N
EXT:SYS49281
POKE53247,C1+C3*16:SYS4
9521
FORI=368G8TOI+63:POKEI,
32:NEXT
SYS49268
IFMI<3THEN968
FORI=158T0160:FORJ=98TO
166
POKE253,1:POKE254,0:POK
E255,3
SYS49373:NEXT:NEXT:GOTO
1666
FORI=0T0255
POKE253,159.5+XS*RJ*SN(
I) : POKE254,¢
POKE255,99.5+YS*RJ*CS (I
)
SYS49373:NEXT
1668 GOSUB1986:GOSUB1699
1619 FORN=@TOQB:M=N+BI:E=EC
(M)
=EA (M) +T/PE (M)
1626 A=((A-INT(A))*256+.5)A
ND255: IFE<.1THENX=-CS (
A) :Y=SN(A) :GOTO1@5@
QD 1038 2=(E*E-1)/(E*CS(A)-1):
X=2*E-Z*CS (A) :Y=Z*SN(A
)
XE
MF
1646
1058
1666
1676
1686
1096
1166
1110
1126
1136
1146
1158
1160
1176
1186
1196
1266
1216
1226
1230
1246
1256
1266
1276
1286
1296
1368
1316
13208
1336
1346
1350
1366
1376
1386
1396
1466
1416
1426
1438
1446
1456
1466
1476
1486
1496
1566
1516
I=PA(M) :J=X*CS (I) +¥*SN
(1) :¥=¥*CS (I)-X*SN(I):
X=J
Y=INT (YC+Y*RA (M) *YS) 2X
= INT (XC+X*RA (M) *XS)
IFY<4GORY>2390RX<140RX
>333THENY=0:X=0
POKES 1+N, INT (X/256) : PO
KES2+N, XAND255: POKES 3+
N,Y:NEXT
SYS49281:SYS49331:IFHF
THEN115@
PRINT" “RIGHTS(" "+STR
$(INT(T)) ,3) "{UP}"
GETKS$: IFKS$=""THENT=T+T
$:GOTO1616
IFKS$="X"THENGOSUB1600:
GOTO115¢
IFKS="E"THENTS=TS*1,5:
IFTS>THTHENTS=TH
IFKS$="S"THENTS=TS/1.5:
IFTS<TLTHENTS=TL
GOTO1106
POKE198,0
GETKS$: IFKS="N"THEN1666
IFK$="G"THENGOSUB1630:
GOTO1166
IFKS="X"THENGOSUB2016:
GOTO566
GOTO1168
PRINT" {CLR}"TT$"COMPAR
E MENU": PRINT
PRINT"P=PERIOD": PRINT
PRINT"D=DISTANCE": PRIN
T
PRINT"E=ECCENTRICITY":
SIZE":PRINT
MAIN MENU"
POKE198,9
GETK$: IFKS="X"THEN560
K=VAL (KS)
IFKS="P"THEN1340
IFKS="D"THEN1410
IFK$="E"THEN146G
IFKS="S"THEN15206
GOTO1276
PRINT" {CLR} "TTSCM$: PRI
NT
PRINT"ORBIT PERIOD"
PRINT" (EARTH DAYS)":PR
INT
FORI=6T016
PRINTNAS (I) ,ABS(PE(I))
;
IFPE (I) <@THENPRINT"RET
ROGRADE";
PRINT: NEXT:GOTO1570
PRINT" {CLR} "TTSCM$: PRI
NT
PRINT"AVERAGE DISTANCE
FROM PLANET CENTER"
PRINT" (THOUSAND KM) ":P
RINT
FORI=6T016
PRINTNAS$ (I) ,RA(I) :NEXT
:GOTO1576
PRINT" {CLR}"TTSCM$; PRI
NT
PRINT"ORBIT ECCENTRICI
wpa
PRINT" (CIRCLE=@) ": PRIN
7
FORI=@T016
PRINTNAS (I) ,: IFEC(I)<.
G1THENPRINTG:NEXT: GOTO
1578
PRINTEC (I) :NEXT:GOTO15
76
THOSOs }
PROGRAMS
DG 1520 PRINT" {CLR}"TTSCM$: PRI NT
NT DC 1836 PRINT™AVERAGE"DJ$:PRIN
SB 1536 PRINT"DIAMETER" TRA (CM) TKS: PRINT
JS 1540 PRINT" (KM) ":PRINT DR 1846 PRINT"MINIMUM"DJS$:PRIN
QM 1554 FORI=6T016 TINT (RA (CM) * (1-EC (CM) )
HE 1560 PRINTNAS(I) ,DI$(I) :NEX +.5)TKS$: PRINT C658:06 DD A9 8C 8D 88 G2 6G 42
T:GOTO1570 HD 1850 PRINT"MAXIMUM"DJ$: PRIN CG66:78 AY 7E 8D GD DC AY Bl 81
PG 1570 PRINT: PRINT"X=MENU":PO TINT (RA (CM) * (1+EC (CM) )
KE198,@ +.5)TKS$:PRINT
FA 1586 GETK$:1FK$="X"THEN1206 AM 1860 PRINT"ORBIT ECCENTRICI
IM 1598 GOTO1589 Ty"
AB 1668 GOSUB1796 CK 1870 IFEC(CM)<.@1THENPRINTO
FG 1610 PRINT"G=GO N=NAME X=ME : PRINT :GOTO189G
NU{UP}" EK 1886 PRINTEC(CM) : PRINT
CC 1626 HF=1:RETURN HC 1890 PRINT"ORBIT PERIOD"
XC 1630 GOSUB1796 EE 1909 PRINTABS (PE (CM) ) "EARTH
JQ 1640 PRINT"{4 SPACES}EARTH DAYS": PRINT
{SPACE}DAYS{2 SPACES}F RK 1918 PRINT"DIAMETER™
=FAST S=SLOW X=HALT BX 1920 PRINT" "DI$(CM)" KM":P
{uP}" RINT
BA 1650 HF=@:RETURN QxX 1938 PRINT"X=CONTINUE"
XS 1666 POKE198,0 BB 1948 POKE198,9
QM 1676 GOSUB1790:CM=CN+BI PK 1958 GETKS
FK 1686 PRINT"*"NAS (CM) "*"TAB ( JS 1966 IFKS$="X"THENGOSUB1986:
11)"I=INFO N=NEXT X=CO GOTO1668 COFG:A6 G2 86 FC GA 26 G2 BA DD
NTINUE{UP}" XC 1979 GOTO1956 6 62 18 65 FB 85 FB AS FA
QB 1699 J=9 HF 1986 POKE8G@8,234:SYS49232:S 2 65 FC 85 FC A5 FD 29 79
AP 1768 J=J3+1:1FJ=1GTHENPOKESP ¥S49248 8 18 65 FB 85 FB A5 FE EG
+CN,33 FG 1990 POKEV+21,2f (QB+1)-1:PR 5 FC 85 FC A5 FF 29 67 8C
FS 1710 IFJ>19THENJ=G:POKESP+C INT" {HOME}" 8 65 FB 85 FB AQ AG 65 G6
N,32 AP 20600 FORI=2T024:PRINT" Cc 85 FC A5 G1 29 FE 85 AD
DD 1720 GETK$:IFKS$=""THEN1799 {DOWN}"; :NEXT: RETURN 1 A5 FD 29 @7 AA AO GO 1E
PX 1730 POKESP+CN, 32 RX 2010 SYS49474:SYS49497:POKE 8 6A CA 10 FC AG GG 11 40
XS 1740 IFKS="I"THEN18GG 868,237 . B 91 FB AS @1 G9 G1 85 AB
QE 1750 IFK$="X"THENGOSUB16@G: 2026 POKEV+21,0:RETURN 1 66 78 A9 OG BD 1A DB 41
GOTO1150 9 31 8D 14 G3 A9 EA 8D G2
KK 1760 IFKS<>"N"THEN1696 JUP.ML 5 63 A9 81 8D BD DC 58 1F
FQ 1770 CN=CN+1:IFCN>QBTHENCN= . 6 AD GG DD G9 G3 8D BG C4
G ID AQ 14 8D 18 DG AD G4 F3
MH 1788 GOTO1666 CGGG:A9 C168:8D 88 G2 A9 1B 8D 11 DG Bl
HK 1790 PRINT"{37 SPACES}{UP}" : C176:66 A9 OG 85 FB AQ 8C 85 GC
:RETURN C178:FC AD FF CF AG @G A2 G4 31
KC 1806 GosUB2016 C186:91 FB C8 D@ FB E6 FC CA 32
PRINT" {CLR} "TT$: PRINT C188:D8 F6 68 G6 BG BO OO BO 3E
PRINT" *"NAS (CM) "*": PRI
bs GT Nim iE ert
NOAH S
ARG
rate and save its individual files to
disk, ready for running.
f you call an electronic bulletin
board system (BBS) and browse
through its library of programs
available for downloading, chances
are that many of the files have been
archived—that is, several programs
and instruction files may have been
combined into one master program.
If all of a program’s related files
have been combined, a caller has only
to download one file to obtain all the
programs, modules, sprite data, music
files, and instructions required for
proper operation. Archiving (or arcing
as it’s often called) is a convenient
method for uploading and download-
ing BBS files.
Some archived files need a spe-
Typing It In
Noah’s Arc is such a program. It cre-
ates SDA files that separate automati-
cally. It is written entirely in machine
language, but it loads and runs like a
BASIC program. Use MLX, our ma-
chine language entry program, to type
it in; see “Typing Aids” elsewhere in
this section. When MLX prompts, re-
spond with the following values.
ARCHIVE FILES FOR
EASY UPLOADING
AND DOWNLOADING
Starting address: 0801
Ending address: 1298
Be sure to save a copy of the program
cial rate program to separate (or before exiting MLX.
dearc) the files into their original WITH THIS UTILIT V FOR ’
form. Others are self-dearcing (SDA), THE 64 Using the Program
Noah’s Arc will load a collection of
files and save them in a single master
meaning that one has only to load and
run the master program for it to sepa-
JHURL Vio TGS On
COMPUTE
G27
a
3
te
°
a
°
=
=
8
ue
-
-
ba
N
|
6
Tate :
file. It accepts program, sequential, or
user files, and it does not matter if dif-
ferent types are loaded together. In ad-
dition to making it convenient for
sending files via modem, SDA files
are also useful for creating backups.
When you run Noah, it asks for
the number of files you wish to ar-
chive. Respond with a number less
than 100. Try not to use more files
than will fit into memory at one time.
Noah can handle about 160 disk
blocks, depending on the number of
files, not the file size. Noah reserves
25 bytes of memory per file in its own
directory located at $0960 hex or 2480
decimal. This directory has to be
saved along with the SDA file.
If you aren’t sure of the number
of files, you can check the directory by
entering $ and pressing Return. The
directory listing can be stopped and
started by touching any key. This is
useful in determining which and how
many files you wish to load.
After you enter the number,
Noah asks for the filenames. It will
then ask if it is a program, sequential,
or user file. Just press the correspond-
ing number. Noah checks the disk for
that file and returns the disk error sta-
tus. If all is well, it continues loading
the file into memory.
This process repeats until the
memory is full or all the files have
been loaded. Anytime you are asked
for a filename, you can enter $ to get a
directory or enter @ to abort and save
the files already loaded.
When all the files have been load-
ed, Noah asks for a master filename.
At this point make sure that the disk
has enough room on it for the file you
are saving. Noah appends an SDA suf-
fix automatically to the file name. Ifa
disk error occurs during a save, Noah
lets you try the procedure again.
Noah can be useful as a file copier
as well. If you enter @ when Noah
prompts for a Save filename, it will
dump all files in memory to disk in
their original form. To make more
copies of these files, when Noah
comes back with a prompt asking if
you wish to create more files, press N,
and you will be returned to BASIC.
Put another disk in the drive and en-
ter SYS2088. You can repeat this pro-
cess as many times as you like. Noah
always saves to drive 8.
If you load an SDA file and list it,
you'll see the number of files the SDA
2S
PROGRAMS
file contains. To dearc an SDA file,
just load and run it. If you wish to
save an SDA file to another disk, load
it and enter SYS2088.
Most smaller SDA files can be
loaded and saved like BASIC pro-
grams, but some larger ones may pose
a problem because Noah stores files
under BASIC ROM. If you try saving
a file that is too big, you’ll get an OUT
OF MEMORY message. Noah’s Arc
itself can be loaded and saved like a
BASIC program, but do not try to
save it after it’s been run. If you wish
to restart it at any time, enter
GA29:4C
GA31:CA
G28 COMPUTE
SYS50675 and press Return.
NOAH’S ARC
9801:22 G8 GA GG 9E 32 30 38 BB
@809:38 26 28 3A 31 39 39 31 F6
@811:20 43 4F 4D 58 55 54 45 86
9819:2E 2E 2E 20 20 20 20 20 75
9821:00 6@ 09 GB GA F3 C5 AD 3B apeP ie) EE
9829:24 G8 8D B2 G2 AD 25 BB 43 Has
@831:8D B3 G2 AD 26 G8 85 ED 6A Hae
@839:AD 27 68 85 FE AQ 8E 85 84
6841:FB A9 G8 85 FC 18 A5 FB A2 D B3
@849:6D B2 02 8D B4 G2 AS FC CB 2 aD
6851:6D B3 G2 8D BS G2 AG GG 15 5 FE
6859:Bl FB 91 FD 18 AS FB 69 @C 7 4c
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PROGRAMS
ining for precious metals is a
tough and dangerous occupa-
tion that’s part skill and part
luck. Miner is an arcade-style
game that requires some skill and a lot
of luck. It can also be dangerous for
your onscreen miner.
The action is simple and straight-
forward. Use a joystick plugged into
port 2 to control your miner as he digs
around the screen searching for gold
nuggets. Each screen contains 40 nug-
gets, and you must collect at least 20
of them in a specified amount of time
in order to advance to the next screen.
That’s the simple part.
In addition to the gold, the earth
your miner tunnels through contains a
couple of deadly hazards—namely,
pockets of methane gas and deposits
of highly radioactive uranium. You
want your miner to collect the gold
and make it back to the surface with-
out succumbing to these subterranean
perils or running out of time.
Miner is written entirely in ma-
chine language, but it loads and runs
like a BASIC program. Enter the pro-
gram with MLX, our machine lan-
guage entry program; see “Typing
Aids” elsewhere in this section. When
MLX prompts you, respond with the
values given below.
Starting address: 0801
Ending address: 1BB0
Be sure to save a copy of the program
before exiting MLX.
Starting the Game
The game begins with one of your
three miners standing in the doorway
ofa local bank. The bank is where you
sell your gold for cash. You'll collect
any gold nuggets that your miner un-
covers, but you must deliver them to
the bank before time runs out, or
you'll lose whatever he’s found.
Push the fire button to start the
game and pull down on your joystick
to have the miner dig straight down;
push forward to move him up. Push
left or right, and he’ll dig in that direc-
tion in search of gold. You'll have to
GuUéss VAK ALIS
maneuver him around boulders that
you see scattered across the screen.
Occasionally he’ll uncover immoy-
able blocks of granite and have to
make a detour around them.
DIG FOR GOLD BUT
WATCH OUT FOI
DEADLY SUIRPIRISES IN
THIS ARCADE GAME
FOR THE 64
Deadly Perils
There’s more than gold and granite
waiting for your miner to uncover.
The two hazards, as mentioned earli-
er, are methane gas and uranium de-
posits. The number of hazards per
screen is proportional to the skill level
you’ve selected. Skill level 1 contains
one or two uranium deposits and two
to four methane pockets. Skill level 2
has two to four uranium deposits and
four to six methane pockets, and so
on up to skill level 5. Methane pockets
appear as blue bubbles, and uranium
deposits appear as gray oblong balls,
not to be confused with the gray boul-
ders that litter the screen.
When you first expose a hazard,
you'll have about one second to get
away from it before it becomes lethal.
Once the grace period expires, the
methane bubble will begin to move
through the tunnel network that
you’ve dug. Uranium deposits remain
stationary at first, but they soon begin
to flash and emit deadly radiation.
This radiation slowly spreads
throughout the tunnel system unless
you can seal off tunnels with some of
the boulders you’ve uncovered. Posi-
tion your miner next to a boulder and
1
push it in the desired direction.
If the gas or radiation reaches a
miner or if he’s below ground when
time runs out, you'll lose one miner.
You can play with a longer time limit,
but nothing is free. Gold nuggets are
worth 100 points in the 150-second
game, 75 points in the 200-second
game, and 50 points in the 250-second
game. Before you start a new game,
you can buy more time by pressing
the 1, 2, or 3 key to select either a
150-, 200-, or 250-second game.
Onscreen Info
At the top of the screen, you'll see a
readout of the number of miners you
currently have, the number of gold
nuggets that the active miner is carry-
ing, the time remaining on the clock,
and your score. Also displayed are the
skill level and whether you’re playing
screen | or 2 of that level. You must
complete two screens at each skill lev-
el in order to advance to the next lev-
el. You'll receive an additional miner
for every 5000 points.
Once you deposit some gold in
the bank, a counter will appear in the
bank itself displaying how much gold
you’ve deposited. Once this counter
reaches 20, you can advance to the
next screen by pressing the fire button.
You may continue to mine the pre-
sent screen, but be sure to deposit any
gold you have before pressing the fire
button.
Press the space bar to pause the
game. When the border turns red, the
game is paused. Press the space bar
again to resume play. The Restore key
resets the game to the title screen.
Strategy
Avoid digging large cavernous rooms,
since the more surface area the radia-
tion has, the more quickly it spreads.
Try to protect the entrance to the
bank, or you won’t be able to deposit
your gold. Remember that the clock is
just as deadly as the radiation or
methane, Don’t let time run out on
you.
After playing a few games, you
may discover that some areas are
G30 COMPUTE OmULay
The a|
PROGRAMS
usually free of radiation or methane.
Gold nuggets are distributed random-
ly over the screen as are boulders and
the immovable granite blocks.
Methane bubbles tend to move in
a counterclockwise direction and al-
ways start by moving to the left.
When a methane bubble encounters
an obstruction and cannot move in
any other direction, it will then double
back on itself. Knowing this may en-
able you to dig traps for the bubbles so
they can’t follow you through the tun-
nels. You may also want to block off
tunnel sections with boulders as you
dig them; then, should you uncover a
uranium deposit that you can’t quick-
ly seal, radiation won't spread
throughout the entire tunnel.
MINER
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1981:30
1689:69
1691:6D
1699306
16A1:18
16A9:8D
16B1:6F
16B9:AD
16C1:6A
Dg
4c
13
61
6c
AS
26
5c
SE
69
Dg
4c
13
AS
Go
a8
BD
AD
91
DG
8D
ac
ce
AG
AC
3c
16
AG
EE
18
AD
Ag
85
FG
DG
54
65
EE
18
cg
GF
A2
61
06
95
18
OF
18
14
36
E8
AD
16
18
66
8D
18
16
oo
cD
cg
1B
99
16
AG
69
6D
i)
7E
85
18
G4
oo
18
E9
Dc
F8
G32 COMP
1@ 4C C4 | 19C9:16 FB ED 66 A5 C5 C9 48 GA ID 26 BD 19 AS G9 85 G3 8E
1c 11 CF | 1gp1:D@ FA 6@ AG 6G Bl 99 FO FB A5 GA 85 G4 AQ 5E 8D 76 FD
18 A5 FE | 16D9:6B C9 63 FG GC C9 64 FG AE 18 26 C7 GE 26 F2 19 AS FD
64 69 4A | 1¢£1:16 4c F7 1@ A9 5C 4c F7 6C | 1349:66 8D AS 18 8D AG 18 8D CD
6@ AI 75 | 16£9:18 20 6C 12 AO 63 4C F7 34 | 1351:A7 18 8D AB 18 4C D1 @D 30
18 8D G4 | 16F1:16 20 8B 12 A9 64 8D 83 32 | 1359:A9 FF 8D 7E 18 8D 7E 18 F9
68 Bl A7 | 16F9:18 26 BD 19 A5 GB 85 G3 DE | 1361:26 BD 13 CE 9F 18 AD 9F AE
SF F@ 38 | 1191:A5 GC 85 G4 AD 83 18 8D 23 | 1369:18 8D G8 G4 C9 36 FG 29 SA
65 96 44 | 1169:76 18 26 C7 GE 26 F2 19 DC | 1371:18 A2 GA AG GA 26 FG FF 4A
59 13 3B | 1111:AD 83 18 C9 5C DB G3 4C G3 | 1379:A2 GG BD 70 17 26 D2 FF 8E
1@ 4C 15 | 1119:D3 13 6@ F8 18 AD 81 18 18 | 1381:E8 EG 16 D@ F5 AD OF 18 El
1c 11 A9 | 1121:69 G1 8D 81 18 D8 26 2D 93 | 1389:8D AD 95 26 BO 146 26 9D 76
A5 @3 C7 | 1129:11 4C Dl GD A9 20 8D GB E5 | 1391:16 AD 6E 18 D@ F8 4C 76 F3
18 AS F8 | 1131:04 8D GC G4 AD 81 18 4A 68 | 1399:09 18 A2 GA AG GA 28 FA 9D
O4 69 62 | 1139:4A 4A 4A FG 1@ G9 30 8D FD | 13A1:FF A2 G@ BD 86 17 26 D2 EF
38 E9 OC | 1141:0B O64 AD 81 18 29 GF G9 44 | 13A9:FF E8 EG 15 DO F5 26 BY CF
77 18 77 | 1149:38 8D GC 64 6G AD 81 18 7D | 13B1:16 26 9D 10 AD GE 18 DG C4
97 AD 46 | 1151:29 GF 69 36 8D OB G4 606 FG | 13B9:F8 4C AS G8 18 A2 GB AG AG
68 AG D@ | 1159:AD 82 18 FG 1B 4A 4A 4A E5 | 13C1:68 26 FG FF A2 GG BD B4 57
F8 68 1E | 1161:4A G9 36 8D 63 G4 AD 82 D2 | 13C9:17 26 D2 FF E8 EG BY DG EC
G1 8D B6 | 1169:18 29 GF G9 30 8D 64 G4 DB | 13D1:F5 66 AY 5C BD 76 18 20 9C
@@ 54 2E | 1171:A9 67 8D 63 D8 8D 64 DB BG | 13D9:C7 BE AS GB 85 G3 AS GC SC
FG@ 3A 18 | 1179:60 F8 AG G2 18 BY BE 18 1B | 13E1:85 G4 AI 62 8D 76 18 20 BD
C9 63 17 | 1181:79 91 18 99 8E 18 88 18 57 | 13E9:C7 GE 20 21 14 66 26 GG EF
B9 G6 72 | 1189:F4 AG G2 18 B9 96 18 79 El | 13Fl:14 A9 FF 8D GE D4 8D GF 53
@@ AD 49 | 1191:91 18 99 96 18 88 10 F4 17 | 13F9:D4 AQ 86 8D 12 D4 6G A2 25
69 D4 89 | 1199:38 AD 81 18 E9 Gl 8D 81 E4 | 1401:08 8A 9D GG D4 EB EG 18 AZ
49 GE E@ | 11A1:18 18 AD 82 18 69 G1 8D AQ | 1409:D8 F8 60 AY 30 BD G6 D4 17
AQ 18 8C | 11A9:82 18 D8 AD 97 18 C9 5G GA | 1411:A9 11 8D 84 D4 A2 G4 2G 9D
C9 1F 87 | 11B1:96 20 AD 9F 18 C9 39 FG 1F | 1419:F8 GE A9 GB BD G4 D4 6G FC
4@ A9 A4 | 1189:99 EE 9F 18 AD 9F 18 8D 3B | 1421:26 GG 14 AQ 5G 8D GG D4 a4
18 B9 68 | 11C1:98 G4 AS GB 8D 96 18 FB GE | 1429:A9 21 8D Gl D4 AQ 44 BD 93
24 54 22 | 11¢9:38 AD 97 18 E9 58 8D 97 2B | 1431:85 D4 A9 20 8D G6 D4 AD 20
Bl 16 D7 | 11p1:18 D8 2@ 59 11 2@ 2D 11 44 | 1439:68 8D 16 D4 A9 G1 8D 17 8c
18 88 5D | 11D9:20 E9 11 26 57 14 A2 GA G5 | 1441:D4 AQ 4A 8D 18 D4 AO 81 49
68 A@ 79 | 11E1:26 F8 GE AD 81 18 D@ 91 SE | 1449:8D G4 D4 A2 G6 20 FB GE AE
16 EE B8 | 11£9:A@ @@ A2 GG BD 8E 18 4A 53 | 1451:A9 86 8D G4 D4 68 20 GB cB
AQ 18 E2 11F1:4A 4A 4A 99 99 18 C8 BD 2B 1459:14 A9 55 8D 61 D4 4C BC 79
C5 AD 36 | 11F9:8E 18 29 GF 99 99 18 E8 CB | 1461:14 26 G6 14 A9 40 8D Gl 47
AD 8C EC | 1261:C8 EG @3 D@ E7 A2 GB BD B6 | 1469:D4 AO G8 BD G5 D4 4c GC 6G
6@ AS 6B | 1269:99 18 DG G7 E8 EG G6 DGB 32 | 1471:14 AD AC 18 DB G3 4C Fl 43
AD 95 9A | 1211:F6 A2 @5 A@ GB BD 99 18 46 | 1479:14 A5 C5 C9 38 DG G6 20 9B
AD 94 4C | 1219:49 30 99 21 G4 E8 C8 EG 49 | 1481:9D 14 4c EB 14 C9 3B DG D4
D8 DG BE | 1221:66 D@ F2 CG G6 FG GA AO 98 | 1489:G6 24 B7 14 4c EB 14 C9 FB
AQ FF FF | 1229:2@ 99 21 04 C8 CG G6 DG 4E | 1491:08 De G6 20 D1 14 4c EB 18
AD 94 EC | 1231:F8 6@ AD 82 18 C9 20 BG AG | 1499:14 4c 31 EA A9 G1 8D AD CD
13 64 9A | 1239:63 4c 67 GD AD 76 18 C9 D8 | 14A1:18 AO G1 8D 92 18 AD BB 81
4a 69 F4 | 1241:64 F@ 1A F8 18 AD AA 18 5B | 14A9:8D 93 18 AQ G1 8D 94 18 9A
18 29 5B | 1249:69 G1 8D AA 18 D8 C9 G3 79 | 14B1:A9 5G 8D 95 18 6G AQ G2 65
66 AE D8 | 1251:D@ 16 A9 G1 8D AA 18 EE DE | 14B9:8D AD 18 A9 GG 8D 92 18 25
8D 2F 67 | 1259:74 18 4c 69 12 F8 18 AD 2E | 14C1:A9 75 8D 93 18 A9 G2 8D FF
4A 4A 5B | 1261:AA 18 69 G1 8D AA 18 D8 3E | 14C9:94 18 AO GB BD 95 18 6G CA
4A 04 65 | 1269:4C 76 69 AG G2 BY GB 54 C7 | 14D1:A9 G3 8D AD 18 AY BB 8D ll
36 8D CA 14D9:92 18°A9 5@ 8D 93 18 AS 26
29 OF D5 14E1:62 8D 94 18 A9 58 8D 95 Cl
AS PF 15 14E9:18 60 20 CF GF 4C 31 EA 2E
26 DB 9C 14P1:AD 7E 18 F@ G3 4C 31 EA 39
3C D@ C7 14F9:26 31 15 EE AG 18 EE Al F4
8D 7E EF 1501:18 EE A2 18 AD AG 18 C9 B2
@D AD 3F | 12A1:24 54 88 AQ G@ 99 24 54 9B | 15G9:78 DG GB AI FF 8D AB 1B EL
8D 7F Fl | 12A9:66 AG GG 98 99 GB 54 99 BE | 1511:4C 31 EA AD Al 18 C9 19 F6
99 OB F8 1519:96 66 26 G1 GF 4C 31 EA 18
99 26 GE 1521:AD A2 18 C9 3C 96 G6 26 BA
DG E9 29 1529:A8 GF 4C 31 EA 4C 31 EA DD
85 03 4D 1531:A2 @@ FE @@ 54 FE 24 54 C7
66 18 Al 1539:E8 E8 E8 EG 24 DG F3 60 E9
63 A9 AC 1541:48 AD 6D 18 D@ G6 68 68 G2
18 AS 4A 1549:68 4C A5 G8 68 46 3C 42 EE
A9 06 18 1551:99 Al Al 99 42 3C G6 GG 81
AQ F8 FE 1559:48 66 GB GO GB GB E7 BE 12
66 69 D7 1561:CA ED 7F B3 39 CF 3C 72 8B
8D 6E 78 1569:7A DF DD ED 72 1C 60 18 7F
DG 64 36 1571:3C 6C 76 3C 38 G6 9G 3C 65
Dc 29 85 1579:7E 7E 7E 7E 3C @6 CF E6 A2
18 66 50 1581:23 BO 7E 9F 83 F9 18 18 7F
F9 A2 B9 | 1321:C9 5C F@ G3 4C 67 GD AD 59 | 1589:66 FF DB 3C 66 E7 88 3C 35
DC 29 3F | 1329:A4 18 C9 63 BG G3 4C 67 A2 | 1591:7E 7E 7E 7E 3C @@ 38 44 E8
SAUTE Yo 9959.7
PROGRAMS
1599342
15A1:42
15A9: 42
15B1:98
15B9:C3
15C1:66
15C9: 66
15D1:78
15D9:FF
15E1:3E
15E9:FF
15F1:20
15F9:D2
1661: 20
1669: 26
1611:26
1619:49
1621:26
1629:41
1631:26
1639:20
1641:26
1649:48
1651:31
1659: 26
1661:CF
1669:55
1671:4F
1679352
1681:4C
1689: 26
1691:20
1699347
16A1:45
16A9:4C
16B1:59
16B9:4E
16C1:26
16C9: 26
16D1:D3
16D9:26
1661:45
16E9: 20
16F1:26
16F9:26
1761:D6
1709:49
1711: 42
1719:49
1721: 26
1729: 26
1731:26
1739:45
1741:26
1749:4Cc
1751:26
1759:26
1761:D3
1769:26
1771:26
1779352
1781:47
1789:26
1791:26
1799:D2
17A1:53
17A9: 9A
17B1:4E
17B9:Al
17C1:Al
17C9:Al
17D1:1D
17D9:1D
17E1:26
17E9:26
17F1:26
17F9:1D
20
26
26
1p
1p
26
26
26
1D
1D
Al
Al
Al
oo
oo
oo
oo
oo
og
oo
oo
oo
GE
Dd
Ag
26
Bl
FO
BF
E5
6B
26
19
13
6B
12
1861:1D
1869:26
1811:26
1819:26
1821:1D
1829:1D
1831:26
1839:28
1841:28
1849:1D
1851:1D
1859:Al
1861:Al
1869:Al
1871:66
1879:66
1881:68
1889:69
1891:66
1899308
18A1:66
18A9:60
18B1:07
18B9:67
18C1:77
18C9:AG
18D1:26
18D9:66
18E1:99
18E9:A5
18F1:19
18F9:39
1991:26
1969:19
1911:E0
1919:FO
194
1949:12
1951:66
A5
AS
19A9:8D
19B1:66
8D
G3
1B
Bo
26
1B
63
26
1B
23
4c
1B
F3
BO
26
1A
23
4c
1B
E3
20
1B
23
26
1A69:A7
1A71:4A
1A79:1A
1A81:23
1A89: 26
1A91:1B
1A99:63
1AA1:26
1AA9:1B
1AB1:23
1AB9: 28
1AE9:FF 8D 7C 18 A9 G1 8D 7D 7C
1AF1:18 66 A9 28 8D 7B 18 A9 36
1AF9:68 8D 7C 18 A9 G2 8D 7D 96
1BG1:18 68 A9 G1 8D 7B 18 AQ D4
1B9d @ 8D 7C 18 AO B4 8D 7D AD
1B1 8 66 AI D8 8D 7B 18 AD 62
1B1 F 8D 7C 18 A9 @8 8D 7D C9
1B2 8 66 18 AS BD 6D 7B 18 66
1B2 5 6B AS GE 6D 7C 18 85 8D
1B3 iC AG GG Bl BB C9 5C FO DI
1B3 4 C9 62 FG 57 68 AC AA 8F
1B4 B AD 7D 18 99 48 54 EE 27
1B4 9 1B EE AQ 1B EE A9 1B 96
1B5 D A9 1B C9 25 FO G3 4C BB
1B5 cc 1A 4C F2 19 68 68 A5 CD
1B6 D 85 G3 AS GE 85 G4 AO 72
1B6 (Cc 8D 76 18 20 C7 GE A5 63
1B7 IB 85 OD A5 GC 85 BE AC C9
1B7 9 1B A5 BD 99 24 54 85 5C
1B8 3 C8 A5 BE 99 24 54 85 8C
1B8 4 A9 65 8D 76 18 26 C7 CD
1B9 E 4C 3F 1B 68 68 AQ FF B3
1B9 D 78 18 8D 7E 18 20 F2 18
1BA 9 68 68 4C 59 13 68 BG 67
1BA9:06 GB 66 GG GB GB GB BB DF
io}
When you buy Gazette Disk ($9.95 plus
$2.00 shipping and handling), you not
only get all the type-in programs found
in that month’s magazine, you also get
“Gazette Gallery,” bonus programs,
and more. To order, write to Gazette
Disk, COMPUTE Publications, 324 West
Wendover Avenue, Suite 200, Greens-
boro, North Carolina 27408, Here's a
description of this month's bonus.
Sector Patrol
Grant Young
Battle Thraxion space fighters in this
fast-paced arcade game in a race to
collect four quarters of a magic crystal
of unlimited power. For each fighter you
destroy, you'll collect one bomb to be
used against the renegade unit patrol-
ling that sector. Destroy a unit and tele-
port to a new sector.
THOROLD COMPUTE G33
a
3
Ww
5
8
=
=
8
1a
f=
i
hel
N
of
6
PROGRAMS
ou and your allies have been ac-
cused of murdering the king of
Acacia. Due to uncertainty about
your guilt among the High Coun-
cil judges, you and your party have
been locked in a maze filled with mag-
ical doors and powerful demons. Leg-
end has it that the gods of the
underworld will determine who is
guilty and who is not.
Here is where you will be tested.
Those who are untruthful have their
fates sealed from the beginning. It
will only be a matter of time before
it’s apparent who among your party
is innocent and who is guilty. Those
who escape the dungeon trials alive
will be excused of all charges, and
their names will be cleared.
Typing It In
Dungeon Trials is written entirely in
BASIC. To avoid typing errors, enter
the program with The Automatic
Proofreader; see “Typing Aids” else-
where in this section. Be sure to save
a copy of the program when you’ve
finished typing it in.
Enter the Dungeon
Plug a joystick into port 2 to play
Dungeon Trials. Load and run the
program; then wait for a minute while
the computer reads the sprite data.
When the main screen appears, you'll
see what your party sees.
There are doors on all sides of
each room. These doors match a com-
pass rose in that north is straight
ahead, east is to the right, and west is
to the left. South is always behind you
and can’t be seen. Above the room are
the six members of your party.
As you search for the exit, a vari-
ety of evil foes will appear, blocking
your path. You can’t leave a room un-
til you’ve defeated each demon in
combat. Even after one of your party
has defeated a foe, another one may
appear immediately.
When you select Fight from the
menu, you'll be asked which of the six
members of your party will engage the
monster. Enter that member’s num-
ber and press Return. At this point the
background screen will clear, anda
crosshairs pointer will appear. Try to
maneuver the crosshairs over the
head of the demon, and press the fire
button before the demon can move
away. The head is the only vital spot,
and your timing is very important.
DUNGEON
TRIALS
DEFEAT THE
POWERFUL DEMONS
THAT BLOCK YOUR
WAY TO SAFETY IN
THIS ADVENTURE
GAME FOR THE 64
The snake is the exception. You
must aim just over its head and strike
the lower part of its tail. If your blow
strikes it there, the snake will be ban-
ished to its realm.
You get only one chance to defeat
a demon. If you miss, your party
member dies. The maze has 150
rooms; the object is to reach the last
one. There are five magical doors that
will teleport you to other parts of the
dungeon, but you won’t be able to re-
turn to the teleport by retracing your
steps.
Good luck—I hope you have
been truthful.
DUNGEON TRIALS
xG 166
AP 116
PF 126
MM 136
KE 146
CM 1568
LVL=1:RM=5
MF=12:TSF=63
FOR T=1T06
CH (T) =@
NEXTT
PRINTCHRS (147);
G34 COMPUTE J AU Y!
\
IE OES) 1
166
176
186
196
298
2190
226
236
246
256
266
276
286
298
308
310
326
336
346
356
360
376
386
398
409
419
426
436
449
456
468
4768
480
499
560
519
528
536
546
556
568
578
586
POKE53281,@:POKE53280,1
1
PRINTTAB (12) ;"{YEL}READ
ING DATA..."
FORCA=12672T012734:READ
QA: POKECA, QA:NEXT
FORCB=12736T012798:READ
QB: POKECB, QB:NEXT
FORCC=12866T012862:READ
QC: POKECC, QC:NEXT
FORCD=12864T012926:READ
QD: POKECD,QD:NEXT
FORCE=12928T01299@:READ
QE: POKECE, QE:NEXT
FORCF=12992T013054:READ
QF: POKECF,QF:NEXT
FORDA=12288T012350: READ
ZA: POKEDA, ZA: NEXT
FORDB=12352T012414: READ
2B: POKEDB, ZB: NEXT
FORDC=12416T012478:READ
ZC: POKEDC, ZC: NEXT
FORDD=12480T012542:READ
ZD:POKEDD, ZD:NEXT
FORDE=12544T012606:READ
2E: POKEDE, 2E:NEXT
FORDF=12688T012670:READ
ZF: POKEDF, ZF: NEXT
PRINTCHRS (147) ;
v=53248
POKEV+23,TSF
POKEV+28 , TSF: POKEV+37,7
: POKEV+38,10
POKEV+6 , 50: POKEV+1,58
POKEV+2, 86: POKEV+3, 58
POKEV+4 110: POKEV+5,58
POKEV+6, 14: POKEV+7 , 58
POKEV+8 , 176: POKEV+9, 58
POKEV+16, 260: POKEV+11,5
8
POKE2040,198:POKE2641,1
99
POKE2042, 200: POKE2643,2
61
POKE 2044, 262: POKE2645,2
03
POKEV+21,TSF
POKEV+39,5:POKEV+46,6
POKEV+41,8:POKEV+42,4
POKEV+43,6:POKEV+44,5
PRINTCHRS (19);
POKE214,6:PRINT
PRINT" {WHT} {4 SPACES}1
{3 SPACES}2{3 SPACES}3
{2 SPACES}4{3 SPACES}5
{3 SPACES}6"
PRINT"{2 SPACES}{RVS}
{wHT}{24 SPACES}"
FORT=1T08
PRINT"{2 SPACES}{RVS}
{WHT} ";TAB(25) ;"{RVS}
{WHT} "
NEXT
PRINT"{2 SPACES}{RVS}
{WHT}{24 SPACES}"
PRINTCHRS (19) ;
POKE214,8:PRINT
FORT=1T08
PRINT"{3 RIGHT}{RVS}
PROGRAMS
{BLU}{22 SPACES} {WHT}" RJ 1060 POKE214,7:PRINT KA 1598 POKE1@24+(PY*4G) +PX,32
JH 590 NEXT CB 19616 PRINTTAB (29) ;"{WHT} HJ 1600 PX=PX+WX
QK 606 PRINTCHRS (19); {OFF }OPTIONS" XR 1616 PY=PY+WY
MP 616 POKE214,8:PRINT PX 1626 PRINTTAB (29) ;"{WHT} XJ 1626 POKEPC+(PY*4G)+PX,3
SM 620 PRINTTAB(11);"{RVS}{5} {OFF}{7 T}" KE 1636 POKE1G24+(PY*4G)+PX,91
TEP{RILEF{RILEP LR" RD 1638 PRINTTAB (29) ;"{WHT} :WX=G:WY=G
KC 630 PRINTTAB(11);"{RVS}{5} {RVS}F{OFF}IGHT" CF 164@ POKEV+12,MY:POKEV+13,1
{RP{EP {OFF} E{*}{RVS} QX 1649 PRINTTAB(29) ;"{WHT} 40
{RP{E}" {RVS}N{OFF}ORTH" XM 1650 GOTO 1456
CR 648 PRINTTAB(11) ;"{RVS}{5> KD 1058 PRINTTAB(29) ;"{WHT} CB 1660 SWxX=1664
{E}{R}{OFF}{2 SPACES} {RVS}S{OFF}OUTH" KS 1670 FX=SWX+PX
{RVS}{E}{R}" GA 106@ PRINTTAB(29) ;"{WHT} SE 1680 FOR FY=FX TO (1624+46*
JS 650 PRINTTAB(11);"{RVS}{5} {RVS}E{OFF}AST" PY+PX) STEP~4G
{RP{E}{OFF} {2 SPACES} PB 1878 PRINTTAB(29) ;"{WHT} AC 1696 POKEPC+(FY~1624) ,WC
{RVS}{R}{E}" {RVS}W{OFF}EST" MJ 1700 POKEFY,CW
MX 660 PRINTTAB(11);"{RVS}{5} CK 1680 GETKYS$:IFKYS$=""THEN1@88 | SJ 1710 FORGJ=1T016:NEXTGI
{E}{R}{OFF}{2 SPACES} BJ 1696 IF MCS="{5 SPACES}NONE DE 1726 POKEFY,32:NEXTFY
{RVS}{E}{R}" " THEN 1126 BB 1736 IF MDR=l THEN MY=MY+8
RX 670 PRINTTAB (10) ;"{BLU}E Ps 11606 IF KYS="E"THEN 1176 HR 1740 IF MDR=2 THEN MY=MY-8
{6 SPACES}{*}" JG 1116 GoTo168¢ SG 1750 HM=INT (MY/8)
GR 680 PRINTTAB (9) ;"{BLU} {OFF} BH 11206 IF KY$="S"THEN2046 JH 1766 IF PY=1l THEN 1790
£{8 SPACES}{*}" PQ 1130 IF KYS="N"THEN2200 AP 1776 IF PY=12 THEN 1798
SM 696 PRINTTAB(8) ;"{BLU} {OFF} AD 1140 IF KYS$="E"THEN235@ BJ 1786 GOTO 1896
£{10 SPACES}{*}" KG 1150 IF KYS="W"THEN2496 SF 1790 IF PX+1=HM THEN 1820
JD 760 PRINTCHRS(19); KM 1166 GOTO 1086 KF 1800 IF PX+2=HM THEN 1820
SS 710 POKE214,10:PRINT FG 1176 PRINT CHR$(19); MP 1816 GOTO 1896
DP 726 PRINTTAB (8) ;"{BLU} {OFF} ED 1188 POKE214,18:PRINT BG 1820 FORGJ=1T010:FORT=6TO15
£";TAB(19) ;"{BLU} {OFF} DA 1196 PRINTTAB(2) ;"{WHT}CHAR XR 1838 POKE V+45,T
t*}" ACTER TO" XC 1846 NEXTT:NEXTGJ
AG 730 PRINTTAB(7) ;"{BLU} {OFF} PG 1206 INPUT"{2 SPACES}FIGHT MD 1858 POKEV+21,TSF
£ ";TAB(19) ;"{BLU} {SPACE }WITH";C FE 1866 POKE53275,0
TorF} <¢*}" FC 1216 IF C>6 THEN 1256 QX 1876 PRINTCHRS (147);
DJ 746 FORT=1T02 EX 1226 IF C<l THEN 1250 PH 1888 GOTO 476
GD 750 PRINTTAB(7) ;"{OFF} SQ 1236 IF CH(C)=255 THEN 1256 | QA 1890 IF C=l THEN VP=39:TSF=
{2 SPACES}";TAB(19);" BX 1249 GOTO 1320 TSF-1
{OFF}{2 SPACES}" SJ 125@ PRINTTAB(2);"THAT CHAR BH 1966 IF C=2 THEN VP=40:TSF=
FP 760 NEXTT ACTER DOES NOT EXIST!" TSF-2
RR 774 PRINTTAB(7) ;"{BLU} {OFF} XM 1266 PRINTTAB(2);"CHOOSE AG BB 1910 IF C=3 THEN VP=41:TSF=
42 P}";TAB(19) ;"{BLU} AIN." TSF-4
{OFF}{2 P}" FG 1276 FORO=1T0O1606:NEXTO KJ 1920 IF C=4 THEN VP=42:TSF=
CF 786 PRINTTAB(7);"{OFF} AK 1286 PRINTCHR$(19) ; TSF-8
{2 SPACES}";TAB(19);" KP 1296 POKE214,18:PRINT FA 1930 IF C=5 THEN VP=43:TSF=
{OFF}{2 SPACES}" GA 136G FORO=1T04:PRINT" TSF-16
BX 790 DM=INT(RND(@) *MF) +1 {34 SPACES}":NEXTO BB 1940 IF C=6 THEN VP=44:TSF=
AK 800 IF DM>6 THEN MCS=" SF 1316 GOTO 1176 TSF-32
{5 SPACES}NONE" JX 1326 PRINTCHR$(19); XS 1959 CH(C)=255
DB 810 IFDM=1THENSM=192:MNC=12 KC 1336 POKE214,8:PRINT XX 1960 FORGJ=1T010:FORT=0TO15
:MC$="{4 SPACES}SHADOW" RJ 1346 FORT=1T08: PRINTTAB (3) 7 HH 1976 POKE V+VP,T
PF 826 IFDM=2THENSM=193:MNC=1: "{22 SPACES}":NEXTT FP 1980 NEXTT:NEXTGJ
MCS$="{4 SPACES}GHOST" QE 1356 PL=1024:PC=55296 AR 1996 POKE53275,0
HD 830 IFDM=3THENSM=194:MNC=5: QQ 1360 MY=124 CM 20600 POKEV+21,TSF
MCS="{3 SPACES}SERPENT" DJ 1376 PX=14:PY=13 AF 2016 IF TSF=6 THEN 2816
PF 846 IFDM=4THENSM=195:MNC=6: DJ 1386 IF C=l THEN CW=30:WC=9 FH 2026 PRINTCHRS (147);
MC$="WINGED WARRIOR" EH 1396 IF C=2 THEN CW=66:WC=6 | CJ 2038 GOTO300
XM 850 IFDM=5THENSM=196:MNC=1: DK 1466 IF C=3 THEN CW=3G:WC=9 | SP 20640 IF RM=1 THEN 2646
MCS$="{3 SPACES}SKELETON PX 1416 IF C=4 THEN CW=42:wC=4 PJ 2050 IF RM=4 THEN 2646
" BF 1426 IF C=5 THEN CW=43:WC=7 AS 2066 IF RM=5 THEN 2646
SA 860 IFDM=6THENSM=197:MNC=2: GF 1436 IF C=6 THEN CW=36:WC=9 EX 20670 IF RM=16 THEN 2640
MCS="_ VAPOR DEMON" DJ 1446 POKE53275,255 QS 2086 IF RM=1l THEN 2640
BX 874 PRINTCHRS (19); DD 1456 MDR=INT (RND(G) *2)+1 EQ 2696 IF RM=12 THEN 2646
HX 880 PRINT PM 1468 IF MDR=1ANDMY-4<5@THEN FD 2160 IF RM=15 THEN 2646
CP 8996 PRINTTAB (31) ;"{WHT} MDR=2 AB 2110 IF RM=17 THEN 2646
{OFF} FOE" MJ 147@ IF MDR=2ANDMY+4>192THE JA 2126 IF RM=18 THEN 2640
MD 960 PRINTTAB (31) ;"{WHT} N MDR=1 JQ 2130 IF RM=26 THEN 2646
{OFF}{3 U}":PRINT KR 1486 IF MDR=1 THEN MY=MY-8 RB 214@ IF RM=23 THEN 2640
DM 916 PRINTTAB(26);"{WHT}";TA PQ 1490 IF MDR=2 THEN MY=MY+8 FH 2156 IF RM=24 THEN 2640
B(26) ;MCS$ RM 1566 JY=PEEK (56328) RG 2160 IF RM=25 THEN 2640
CX 920 IF DM>6THEN99G GC 1516 IF J¥=127 THEN1620 XP 2176 IF RM=28 THEN 2640
HM 936 POKEV+23,TSF+64:POKEV+2 KD 1526 IF J¥=119 THEN WX=1 AS 2186 IF RM=29 THEN 2760
8, TSF+64 RQ 1536 IF J¥=123 THEN WX=-1 FP 2196 RM=RM+1:GOTO306
XB 940 POKEV+37,7:POKEV+38,16 AD 1546 IF J¥=125 THEN WY=1 FB 2200 IF RM=l1 THEN 2640
MA 950 POKEV+12,124:POKEV+13,1 RK 1556 IF J¥=126 THEN WY=-1 SG 2216 IF RM=5 THEN 2646
40 AG 1566 IF J¥=111 THEN 1666 BE 2226 IF RM=6 THEN 2646
BG 960 POKE2646,SM XQ 1576 IFPEEK(1024+PY*4G+ (PX+ CF 2236 IF RM=1l1 THEN 2646
FP 976 POKEV+21,TSF+64 WX) ) =16GTHENWX=G ME 2246 IF RM=12 THEN 2646
PA 986 POKEV+45,MNC QP 1586 IFPEEK(1024+(PY+WY) *49 CM 2256 IF RM=13 THEN 2640
DH 994 PRINTCHRS (19); +PX)=160THEN WY=0 EX 2269 IF RM=16 THEN 2640
UU RLY hi) ‘i390 COMPUTE
G-35
nN
3
WW
4
3
Qa
°
=
=
8
uJ
-
f=
ia}
N
&
co)
PROGRAMS
DR 2276 IF RM=18 THEN 2640 Cs 2866
PQ 2280 IF RM=19 THEN 2646
MJ 2296 IF RM=21 THEN 264¢ EM 2876
JX 2360 IF RM=24 THEN 264¢
AR 2310 IF RM=25 THEN 2646 EA 2886
JQ 2326 IF RM=26 THEN 2640 FC 2896
PB 2330 IF RM=29 THEN 2646 XB 2966
KB 2346 RM=RM-1:GOTO306 KM 2916
MS 2350 IF RM=2 THEN 2640 JK 2926
RR 2368 IF RM=3 THEN 2646
PA 2376 IF RM=9 THEN 2646 BS 2939
QD 2380 IF RM=1l THEN 2646 GX 2946
SA 2396 IF RM=14 THEN 2640 GJ 2958
QH 2400 IF RM=17 THEN 2640
EF 2419 IF RM=18 THEN 2640 QA 2960
QE 2420 IF RM=19 THEN 2646
CH 2436 IF RM=22 THEN 2640 FX 2976
KE 2440 IF RM=26 THEN 2640
BM 2450 IF RM=27 THEN 2640 DG 2986
KK 2460 IF RM=28 THEN 2646
JX 2470 IF RM=25 THEN 2760 MD 2996
PS 2480 RM=RM+5:GOTO300
PF 2490 IF RM=l THEN 2646 XK 3000
AF 2500 IF RM=2 THEN 2646
KE 2510 IF RM=3 THEN 2646 MC 3016
CM 2520 IF RM=4 THEN 2646
PK 253@ IF RM=5 THEN 2640 FG 3626
MX 2546 IF RM=7 THEN 2640
DR 2556 IF RM=8 THEN 2646 QQ 3030
KS 2560 IF RM=14 THEN 2646
KD 2570 IF RM=16 THEN 2646 IS 3046
HB 2580 IF RM=19 THEN 2640
SQ 2590 IF RM=22 THEN 264 AP 3656
CQ 2660 IF RM=23 THEN 2646
FD 2616 IF RM=24 THEN 2646 ED 3069
DA 2620 IF RM=27 THEN 2646
PE 2630 RM=RM-5:GOTO30G ID 3076
PD 2649 PRINTCHRS (19);
XG 2656 POKE214,8:PRINT QB 3086
XP 2666 FORT=1T04
PB 2670 PRINTTAB(3);"{RVS}{5} AS 3096
tEP{RILEP{RILEP{RILE}
{RICEP{RILEP{RILEP{R} SG 3106
fEF{RI{EF{RILEF {RPE}
{R}" RQ 3116
RB 2686 PRINTTAB(3);"{RVS}{5}
{RPLEP{RI{EP{RI{EP{R} GM 3126
fEP{RICEF{RILEF{RPLEF
ceeteree teat DB 3136
E
QP 2690 NEXTT Qs 3140
KA 2760 PRINTCHRS (19);
XR 2716 POKE214,11:PRINT EX 3156
SA 2726 PRINTTAB(7);"{WHT}A WA
LL BLOCKS" BG 3160
AP 2736 PRINTTAB(7);"{WHT}
{2 SPACES}THIS HALL MG 3176
{2 SPACES}"
AM 2748 FOR O=1T01600:NEXTO Gx 3186
DG 2758 GOTO 300
FB 2766 IF LVL=l1 THEN LVL=2:RM | KE 3190
=3:GOT0300
RK 2776 IF LVL=2 THEN LVL=3:RM | SQ 3200
=18:GOTO380
QA 2786 IF LVL=3 THEN LVL=4:RM | GK 3216
=11:GOT030G
SA 2796 IF LVL=4 THEN LVL=5:RM | HE 3226
=28:GOTO3G0
SG 2806 IF LVL=5 THEN 2886 QF 3236
QK 2816 PRINTCHRS (19);
DF 2826 POKE214,11:PRINT JP 3246
DX 2836 PRINTTAB(7);"{WHT}
{2 SPACES}GAME OVER" XJ 3256
RH 2846 PRINTTAB(7) ;"{WHT}REST
ART (¥/N)" AK 3260
GD 2856 GETKY$:IF KYS=""THEN28
56 MK 3276
Les
G36 COMPUTE
JaUcl
Te91
IF KYS<>"v
8
IF KYS$="Y"THEN RESTORE
:GOTO1G8
FOR J=1T016:FORT=6TO15
PRINTCHRS (19) ;
POKE214,11: PRINT
POKE646,T
PRINTTAB (6) ; "CONGRATUL
ATIONS!"
NEXTT:NEXTJ
“THENSYS6473
GOT0284¢
REM--ARCHER (GIRL) *LE
FT=-~
DATA1,6,0,4,0,0,4,85,8
a
DATA16,63,80,16,15,64,
16,63,8
DATA16,12,0,62,176,160
130,171,232
DATA16,42,224,16,42,8,
16,8,
DATA4, 34,0,4,176,128,1
176,128
DATAG,170,128,3,192,24
6,3,192,240
DATA3,192,240,10,0,48,
42,6,168
REM=-HUNTER (GIRL)
GHT--
DATA128,0,0,128,0,0,12
8,21,80
DATA128 ,87,192,64,31,0
,128,95,192
DATA129,95,192,128,12,
6,131,191,128
DATA131,239,176,143,17
1,172,240,42,172
DATA128,15,204,128,10,
128,128,58,246
DATA128,62,240,128,68,
246,128,252, 252
DATA128 ,240,60,128,166
740,128,168,42
*RI
REM~~ARCHER (GUY) *RIG
HT-~
DATA1G,160,32,42,168,8
134,252,8
DATA2,192,2,0,252,2,8,
48,2
DATA1@,138,2,14,171,2,
63,175,194
DATA246,168,254,192,16
8,2,0,168,2
DATAG,32,2,6,168,2,8,1
68,2
DATA2,176,2,2,138,8,19
,138,8
DATA1G,16,32,12,3,6,15
73,192
REM--WIZARD (GUY) *RIG
HT--
DATA2,166,6,10,168,8,8
,188,8
DATA4, 246,8,6,252,9,0,
48,8
DATAG,168,38,2,176,8,1
@,170,172
DATAL@,170,172,56,176,
46,55,178,8
DATAG,136,8,10,34,8,19
7176,8
DATA1G,1706,8,16,176,8,
42,176,8
DATA42,176,8,176,171,8
,66,3,208
REM--WANDERER (GUY) *L
GA
JG
3286
3296
33668
3316
3326
3336
3346
3350
3360
3376
3380
3390
3466
3416
3420
3436
3446
3456
3460
3476
3486
3496
3566
3519
3529
3538
3546
3556
3568
3578
3580
3590
3666
3618
3626
3630
3646
3656
3660
3678
3686
EFT--
DATAG,G,9,9,42,6,6,168
7128
DATAG,248,9,9,56,8,6,2
48,0
DATAG,48,6,2,186,192,1
5,171,246
DATA62,34,48,48,136,16
,8,168,68
DATAG,168,9,0,32,0,0,1
68,0
DATA2,176,9,2,138,0,10
716,68
DATA16,2,128,15,3,192,
63,15,192
REM-=-HUNTER (GUY) *RIG
HT--
DATA2,9,9,106,160,0,8,1
68,6
DATAG,172,0,0,176,6,8,
252,06
DATAG,32,6,3,168,80,95
7 233,16
DATA93,85,85,0,164,64,
@,165,9
DATAG,168,6,0,32,8,0,1
68,6
DATA2,176,6,2,138,6,190
716,6
DATA16,10,0,12,3,0,15,
3,192
REM--~SHADOW--
DATAG,0,9,0,32,6,0,32,
6
DATAG,136,6,6,136,6,2,
76,08
DATA2,2,9,0,136,0,0,16
8,0
DATA2,176,169,10,176,1
69,16,42,46
DATA16,138,8,10,106,6,
1,166,08
DATA2,176,6,16,176,6,1
0,170,8
DATA42,176,128,42,176,
128,176,176,128
REM~-GHOST-—
DATAG,46,9,6,176,6,0,1
76,6
DATA2,46,128,10,46,166
142,176,168
DATA42,176,168,40,176,
48,160,176,16
DATA162,170,138,162,17
0,138,136,176,1306
DATA162,176,138,34,176
7136,2,176,128
DATA1G6,176,160,16,176,
166,10,176,166
DATA42,176,168,19,176,
166,6,9,8
REM-~~SERPENT-~
DATAG,G,6,6,166,32,2,1
68,160
DATA16,176,176,16,138,
192,42,6,0
DATA42,10,128,42,42,16
G,42,22,86
DATA168,38,96,168,42,1
66,168,32,32
DATA168,19,128,170,15,
192,42,175,192
DATA42,191,0,19,191,6,
2,252,6
DATAG,G,4,4,0,0,0,0,8
REM-~-WINGED WARRIOR--
DATAG,@,9,0,9,0,5,65,8
PROGRAMS
6
DATA21,125,84,21,255,8
4,21,60,84
DATA21,255,84,21,125,8
4,23,191,212
DATA95,191,245,127,239
7 253,125,251,125
DATA117,254,93,125,178
7125,85,176,85
DATA86,13G0,149,70,136,
145,76,136,145
DATA66,130,129,2,6,128
710,0,166
REM-~SKELETON-~~
DATAG,170,0,2,176,128,
SS 3698
DR
AA
PQ
Gx
PM
KS 3758
MS
he Meteor Mining Company is
hiring pilots to fly a fleet of ships
for collecting asteroids in outer
space. It has devised a test to dis-
cover people who have the necessary
talents to pilot a spaceship while si-
multaneously solving problems to de-
cide which asteroids are valuable.
The object of Meteor Math is to
collect correct answers to simple math
problems while avoiding the incorrect
ones. You'll be given the first number
in an addition or multiplication prob-
lem and its answer. It will be your job
to maneuver your ship through a field
of moving numbers to collect the one
that completes the problem.
Getting Started
Although Meteor Math loads and runs
like a BASIC program, it’s written en-
tirely in machine language. Use MLX,
our machine language entry program,
to type it in; see “Typing Aids” else-
where in this section. When MLX
prompts you, respond with the values
given below.
Starting address: 0801
Ending address: 1658
When you've finished typing, don’t
forget to save a copy of the program
before exiting MLX.
Playing the Game
When you run Meteor Math, the title
screen will offer you several options.
Press fl and f3 to set the beginning
and top levels. The level is the first
number in the math equation. You
can solve problems that start with the
same number each time or cycle
through them in consecutive order.
Press T to set the game’s time
limit. Games can last from one to
nine minutes and will continue until
2,406,128
PD 3776 DATA2,G,128,2,176,128,
G,176,6
RP 3780 DATAG,136,6,8,46,32,34
748,136
KE 3798 DATAG,136,9,32,46,8,32
7136,8
JD 3868 DATA32,40,8,32,136,8,8
48,0
XR 3810 DATAG,136,0,0,138,6,6,
136,8
GR 3826 DATA2,@,128,2,0,128,16
79,168
FR 383@ REM--VAPOR DEMON--—
PC 3846 DATA2,176,128,16,178,1
K
that time limit has been reached or
three ships have been destroyed.
You set the speed at which the
answers scroll by pressing B for begin-
ner, N for normal, or E for expert.
This option always defaults to nor-
mal, although the other options will
remain as you've set them.
METEOR
MATH
PRACTICE ADDITION
Ol MULTIPLICATION
WHILE FLYING
THROUGH SPACE IN
THIS EDUCATIONAL
GAME FOR THE 64
When you're ready to begin,
press f7 to complete addition prob-
lems or f5 to complete multiplication
ones. Control your ship with a joy-
stick plugged into port 2.
As your ship flies through the
field of possible answers, you want to
collect the right one. Touching a cor-
rect answer with your ship collects it.
You'll receive two points for each cor-
rect answer and a bonus for each level
you complete. The amount of the bo-
nus depends on the level that you’ve
G~EsAoHS ARDS
66,8,176,32
DATA1G,44,166,16,17G,1
28,2,176,166
DATA1G,136,160,19,4G,1
28,2,176,128
DATAG,170,128,2,176,4,
6,176,128
DATAG,176,4,0,176,9,G0,
49,0
DATAG,168,9,8,48,0,8,8
@
’
DATAG,32,136,2,32,8,32
72,32
Oo
finished. Level 9 is worth more than
level 8, for example.
Running into an incorrect answer
will destroy your ship. You may have
to let some correct ones go by if
they’re too close to other numbers.
When a ship has been destroyed or
you've collected the correct number,
the math problem changes; stay alert.
If your ship needs extra speed to
snare the correct answer, press your
fire button. This engages your turbo-
thruster, which doubles the speed of
your ship. Turbo fuel is expensive;
this speed can be maintained for only
about ten seconds per ship. The game
ends when either the time limit has
expired or you’ve crashed three ships
into incorrect answers.
There’s no real qualifying score
in Meteor Math. I wrote this program
to give my children practice with ad-
dition and the multiplication tables
and to keep them from figuring out
the answers by counting on their fin-
gers. I made it flexible so that they
could design their own tests, spending
more time practicing problems in
their areas of biggest need.
METEOR MATH
G801:14 68
@809:30 3A
@811:47 32 96
@819:GB D4 A2 86
@821:66 26 BD 99 13
9829:BD 99 14 9D 66 22 BD 99 78
$831:15 9D G6 23 CA D@ E5 AD 74
@839:49 A9 6G 9D BF 23 CA DG 9E
@841:F8 26 44 E5 A2 2F BD F6 G1
G849:69 9D 6G DG CA 18 F7 AD 82
@851:86 8D FA @7 8D FC @7 8D DG
@859:FD 97 A9 83 8D FE @7 A9 B7
@861:8B 8D F8 67 AQ 8A 8D FB BB
@869:67 A9 8D 8D FF 67 AQ 8C ED
@871:8D F9 67 A2 19 BD 25 OA E5
@879:9D G8 D4 CA 16 F7 AY 3E 91
@881:85 FC A9 BA 85 FD AG GG CE
@889:Bl FC FG BC 26 D2 FF E6 C3
@891:FC D@ G2 E6 FD 4C 87 G8 3B
GA 66 9E 32 36 37 B3
8F 26 4D 41 52 4B 13
@@ 6G AD 8G 8D 86
BD 99 12 9D 4E
9D 66 21 BA
JUL Y
ORO COMPUTE G37
PROGRAMS
or
9899:AD 4C 11 8D 47 11 09 30 4F | 6BG1:9F 20 53 48 49 56 53 2B 3E | 9D69:11 G9 8G 8D FA G7 AD 4A
G8A1:8D 29 G6 AD 4D 11 18 69 A6 | gBG9:96 11 BD 26 20 26 20 29 34 | GD71:11 36 34 BD 2B GD G9 39
G@8A9:2F 8D 51 86 AY G1 8D 48 F3 | 9B11:96 CF B7 B7 B7 B7 B7 B7 9C | GD79:8D 45 11 BD 2B OD 18 6D
98B1:11 A9 3G 8D G1 12 AO G2 39 | 9B19:B7 B7 B7 B7 B7 B7 B7 B7 2F | GD81:47 11 C9 BA 9G 11 18 69
§8B9:8D 4A 11 A9 69 8D 46 11 FB | 9B21:B7 B7 B7 B7 B7 B7 B7 B7 37 | OD89:76 8D FD G7 A9 81 8D FC
G8C1:A9 GG 8D 26 18 AD GG 8D 6F | 9B29:B7 B7 B7 B7 B7 B7 B7 B7 3F | GD91:67 20 29 16 4c 5E GD G9
68C9:25 19 AJ BG BD 27 1G AY 78 | gB31:DB 286 BD 1D 1D 1D 26 96 SF | 6D99:8G 8D FD 87 AY 8G 8D FC
O8D1:FF 8D 28 16 AJ 1E 8D 4B 77 | 9p39:20 A5 9E 26 46 31 2D 26 10 | BDA1:07 26 29 10 4C 5E GD 4C
49 11 69 30 8D 41 7D | gp41:53 45 54 53 26 53 54 41 4A | GDA9:1A GF 20 B7 GD 4C 5E BD
3A GD AS CB C9 16 9B | gp49:52 54 49 4E 47 20 4C 45 44 | BDB1:20 E5 BD 4C 5E GD AQ B9
C9 64 FG 34 C9 G5 19 | gB51:56 45 4C 26 20 26 31 20 73 | ODB9:8D 46 11 EE 47 11 AD 47
O8F1:FO 46 C9 G6 FG 73 C9 63 91 | gB59:26 92 96 A7 26 GD 1D 1D FD | BDC1:11 GA AA 20 A7 GF AD 47
G8F9:FG c9 1C FO 14 C9 GE 4C | gB61:1D 26 26 AS YE 2G 46 33 Al | GDC9:11 CD 4D 11 F@ GD C9 BA
C9 27 FO 12 4C ES 4A | gp69:2D 26 53 45 54 53 20 45 52 | GDD1:DG 65 AY Bl 8D 47 1l 26
C5 C9 40 DG FA 4C 65 |gp71:4E 44 49 4E 47 20 4c 45 66 | GDD9:3A BD 66 AD 4C 1l 8D 47
4c 84 09 4C A8 G9 BD |9B79:56 45 4C 20 28 26 2G 26 79 | GDE1:11 4C D8 BD AY G9 8D 46
G9 4C BA 69 AE 47 7B | gBpgl:31 20 20 92 96 A7 20 @D G6 GDE9:11 26 3A @D 66 AO GB 85
9921:11 E8 EG GA DG G2 A2 G1 87 | gB89:1D 1D 1D 96 20 26 AS 20 6F | GBDF1:FC AE 46 11 36 48 EG GA
9929:8E 47 11 8E 4C 11 8A 69 24 |gp91:26 20 29 26 26 26 26 20 A7 | BDF9:BG 4A AD 47 11 G9 8G 8D
693136 29 G6 E8 4C 43 69 4C | gp99:28 26 26 29 26 26 26 206 AF | GEG1:FA 67 AD 4A 1l 36 34 BD
11 E8 EG OB DG G2 7D | gBA1:26 26 26 20 26 26 26 20 B7 | GEG9:2B GD 89 38 8D 45 11 BD
8E 4D 11 8A 18 69 18 | gpa9:26 26 26 26 26 A7 20 GD CA | GE11:2B GD AC 47 11 AO BG 18
51 96 4C GA G9 78 FS |gpBB1:1D 1D 1D 26 96 26 A5 99 5D | GE19:7D 2B BD 88 DG F9 C9 BA
9951:A9 8A 8D FB 97 26 44 ES 73 | gpB9:26 42 26 2D 20 53 45 54 74 | OB21:96 67 H6 FC E9 GA 4C 1F
$959:26 Dl G9 AI GG 8D BA DC D2 | gBCl:53 26 42 45 47 49 4E 4E 7G | GE29:GE 69 8G 8D FD @7 AS FC
9961:8D G9 DC 8D 68 DC 4C SE 9B | gpc9:45 52 26 53 5G 45 45 44 B6 | GB31:69 86 8D FC 87 26 29 16
9969:0D 78 AS 8E 8D FB 87 26 C8 |gpp1:20 26 26 26 26 20 92 96 43 | GE39:4C EE OD 4C 1A GF 26 B7
9971:44 ES 26 Dl 69 AJ GB 8D BC | gBD9:A7 24 BD 1D 1D 1D 96 20 EQ | 6E41:6D 4C EE 8D 26 E5 GD 4C
9979:6A DC 8D G9 DC 8D 88 DC 14 | gBE1:26 AS 99 26 4E 26 2D 26 14 | BE49:EE OD 4C 42 68 9E 4D 49
9981:4C EE GD A9 G2 8D C9 G6 91 | gRE9:53 45 54 53 20 4E 4F 52 ES | OE51:53 53 49 4F 4B 20 43 4F
G989:A9 OG 8D 48 11 AD 38 8D C3 |gBF1:4D 41 4C 26 53 58 45 45 36 | 6E59:4D 5@ 4c 45 54 45 11 9D
9991:G1 12 4C GA 69 AD BE BD 6B | gpr9:44 26 26 99 2G 26 20 4E E7 | GE61:9D 9D 9D 9D 9D 9D 9D 9D
G999:C9 G6 AO G1 BD 48 11 AD BS | gcgi:2G 96 26 A7 26 GBD 1D 1D D9 | 6E69:9D 99 49 4B 11 9D 9D 11
99A1:36 8D G1 12 4C GA G9 AD BE | gcg9:1D 26 96 26 AS 99 26 45 AS | GE71:9D 9D 9D 85 20 36 3G 26
§9A9:G5 8D C9 G6 AD G1 8D 48 EF |gc11:26 2D 26 53 45 54 53 26 FF | GE79:9A 4D 49 4E 11 9D 9D 9D
99B1:11 AO FG 8D G1 12 4C BA AB | gci9:45 58 5G 45 52 54 26 53 BF | GE81:9D 9D 9D B5 36 3G 26 9A
99B9:G9 EE 49 11 AD 49 11 C9 C4 | gc21:5¢ 45 45 44 26 20 26 20 81 | gB89:53 45 43 1E AG AG AG AG
$9C1:GA 96 G2 AD G1 8D 49 11 BI |gc29:26 26 26 26 92 96 A7 28 BD | GE91:A6 A6 AG AG AG AG 1l 9D
$9C9:G9 38 8D 41 47 4c BA G9 BB | gc31:9D 1D 1D 1D 96 26 26 AS A7 | GE99:9D 9D 9D 9D 9D 9D 9D 9D
G9D1:A2 G9 AG BB CA CA 36 18 85 | g9c39:26 26 26 26 26 26 26 26 51 | BEA1:9D AG 26 206 26 26 26 26
$9D9:8A 99 6G D8 E8 8A 99 GB CI |gc41:2G 26 2G 2G 26 2G 26 20 59 | GEA9:26 20 AG 11 9D 9D 9D 9D
G9E1:D9 E8 8A 99 BG DA CA 8A 91 |gc49:26 26 26 26 26 26 26 20 61 | GEB1:9D 9D 9D 9D 9D 9D AG 26
G9E9:99 @@ DB CA C8 DG E5 68 A6 |gc51:26 26 26 26 26 20 A7 20 78 | GEB9:26 65 36 30 30 30 26 26
G9F1:A2 69 4C D5 G9 26 D2 28 BD |gc59:6D 1D 1D 1D 96 26 20 A5 CF | GEC1:1E A6 11 9D 9D 9D 9D 9D
G9F9:D2 32 39 1B 57 19 6E 32 89 |gc61:9C 26 54 26 2D 26 53 45 32 | GEC9:9D 9D 9D 9D 9D Ab 2G 26
GAG1:6E 286 3C 32 4D BC 99 5D EC |gc69:54 53 24 54 49 4D 45 26 F3 | GED1:26 29 26 26 26 26 AG 11
GAG9:E2 OG FF C8 68 15 78 FB 51 |gc71:4c 49 4D 49 54 26 26 20 C3 | GED9:9D 9D 9D 9D 9D 9D 9D 9D
GA11:19 76 68 GG GG G6 GB F1 5A |gc79:26 26 2G 28 32 26 96 26 GF | GEE1:9D 9D A6 2G 9C 5G 4F 49
GA19:F2 F3 G7 G4 G5 F4 G7 G4 D2 |gc81:A7 26 GD 1D 1D 1D 96 26 93 | GEE9:4E 54 53 26 1E A6 11 9D
GA21:07 67 GA GE GB 3C GB GB BD |Gc89:26 AS 2G 26 26 26 26 20 G3 GEF1:9D 9D 9D 9D 9D 9D 9D 9D
GA29:68 GB EO GB BB GB GB 81 FB |gc91:26 26 26 20 20 28 20 26 AD | GEF9:9D AG 2G 26 26 2G 26 20
GA31:00 FF 68 FF GG G6 86 BB 46 |gc99:26 20 26 20 26 26 26 26 Bl | GFG1:26 2G AG 11 9D 9D 9D 9D
GA39:68 GG 8G G2 CA 11 9E 286 75 |gcal:26 26 26 2G 26 20 2 26 BO | GFG9:9D 9D 9D 9D 9D 9D AG AG
GA41:28 26 28 26 29 26 26 26 55 |gca9:A7 26 GD 1D 1D 1D 20 81 3G | GF11:A6 A6 A6 AG AG AG AG AG
GA49:26 26 26 26 26 4D 45 54 96 |gcB1l:26 AS 9F 20 46 35 2D 26 BA | GF19:G0 58 A2 G5 AG GF 18 26
GA51:45 4F 52 26 4D 41 54 48 88 |gcB9:53 54 41 52 54 53 26 4D 5B | GF21:FG FF A2 8G BD 8C GE FG
GA59:6D 11 9C 28 29 26 26 20 AF |gcc1:55 4c 54 49 58 4c 49 43 40 | GF29:07 20 D2 FF E8 4C 25 GF
GA61:20 26 43 4F 4C 4C 45 43 4C |gcc9:41 54 49 4F 4E 26 20 26 G9 | GF31:A9 BG BD G8 D4 8D G7 D4
GA69:54 29 43 4F 52 52 45 43 B6 |gcp1:26 92 96 A7 26 GD 1D 1D 78 | GF39:A2 GD AG GC 18 206 FO FF
GA71:54 26 41 4B 53 57 45 52 99 |gcp9:1D 26 81 20 AS OF 206 46 EC | GF41:A2 GG BD 4E GE 2G D2 FF
GA79:53 GD 26 26 26 26 26 26 62 |gck1:37 2D 26 53 54 41 52 54 BA | GF49:E8 EG 3E 9G FS AD 26 16
GA81:26 57 48 49 4c 45 26 41 12 |gcE9:53 26 41 44 44 49 54 49 59 | GF51:09 30 8D 2D G5 AD 25 16
GA89:56 4F 49 44 49 4E 47 26 3C |gcrl:4F 4E 26 26 26 26 26 26 2D | GF59:G9 3G 8D 2C G5 AD 27 19
GA91:49 4E 43 4F 52 52 45 43 E4 |gcr9:26 26 26 26 92 96 A7 26 8E | GF61:99 30 8D 2B G5 AQ BF 8D
GA99:54 GD 9E 53:48 49 58 53 7F |gp61:6D 1D 1D 1D 96 26 28 CC AG | GF69:15 DG AD G9 DC 29 GF G9
GAAL:9C 26 26 4F 4E 45 53 OD 46 |gpg9:AF AF AF AF AF AF AF AF 23 | GF71:30 8D B9 G6 AD G9 DC 29
GAAI:GD 26 29 28 26 2G 26 26 34 |9p11:AF AF AF AF AF AF AF AF 2B GF79:76 4A 4A 4A 4A 69 36 8D
GAB1:1E 54 48 45 20 46 49 52 46 |gp19:AF AF AF AF AF AF AF AF 33 | GF81:B8 G6 AD GA DC 29 GF G9
GAB9:45 26 42 55 54 54 4F 4E F6 |gp21:AF AF AF AF AF AF BA 206 Cl | GF89:3G 8D 91 G6 AD GA DC 29
GAC1:53 26 45 4E 47 41 47 45 28 |gp29:90 68 GG G1 G2 G3 G4 G5 94 | GF91:70 4A 4A 4A 4A G9 39 8D
GAC9:53 GD 26 26 20 26 26 26 B2 |gp31:66 67 G8 G9 GB G1 G2 G3 AC | GF99:90 G6 EE 24 DG A5 CB C9
GAD1:26 59 4F 55 52 28 54 55 9C |9p39:04 A2 G9 AD BB 9D 2B GD EB GFA1:40 FG F7 4C 42 G8 EE 26
GAD9:52 42 4F 26 54 48 52 55 51 |gp41:cA 16 F8 A2 69 AD 1B D4 18 | GFA9:10 AD 26 14 C9 GA DO 17
GAE1:53 54 45 52 2E GD GD 9F El |gp49:c9 GA BG FO AG G9 DI 2B 88 | GFB1:A9 GO 8D 26 16 EE 25 14
GAE9:20 26 28 26 26 26 20 59 37 |gp51:9D FG F2 88 16 F8 9D 2B DF | GFB9:AD 25 18 C9 GA DG BB AD
GAF1:4F 55 26 53 54 41 52 54 DC |gp59:6D CA 19 E9 60 AE 46 11 A8 | GFC1:6G 8D 25 1G EE 27 16 CA
GAF9:2G 57 49 54 48 26 9E 33 95 |gp61:36 48 EG GA BG 4A AD 47 B3 | GFC9:DG DC AY 23 85 FD AQ CB
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PROGRAMS
ED | 1239:E6 FF AS FF 9D 8@ 12 C9 62 | 14A1:F8 2E AA B8 2E 6G BBS 2E C3
1B | 1241:67 DG 86 AS FE C9 DG BG AD | 14A9:G8 BB 2E GG BS 2E GG BS FC
1B | 1249:GC Bl FC 91 FE A9 26 91 39 | 1481:2E GG BS 2F AA F8 GB FF 4A
44 |1251:FC CA 18 CC 6@ AQ G4 85 AC | 1489:EG 2F AA F8 2E OG B8 2E 14
60 | 1259:FF 9D 86 12 AD 1B D4 29 C2 | 14c1:86 BS 2E GG B8 2B GG BS 15
E4 | 1261:3F C9 28 BGO F7 85 FE 9D 19 | 14c9:2E @@ BS 2E AA BS 2F FF 99
46 | 1269:8A 12 AD 1B D4 45 A2 29 E8 | 14D1:F8 GA AA AG GG BG BG SC B4
1G |1271:6F C9 GA BG F5 G9 36 AD BB | 14D9:66 BB BG GA AA AG 2F FF DB
4B | 1279:60 4C 4C 12 4C 4C 12 64 17 | 14E1:F8 2E AA BS 2E 6G B8 2E G4
1019:D@ AI 36 8D 1C DG AY GA 2D | 1281:64 G4 G5 G5 G6 G6 G6 G7 F4 | 14E9:90 BS 2E GG BSB 2E GG BB 3D
1921:8D 2D DO 69 G6 GG GO FF 73 | 1289:67 27 77 EF 3F B7 @7 7E 4E | 14F1:2E 6G B8 2E AA B8 2F FF Cl
1029:2@ F7 11 26 4E 11 AD GA 97 |1291:CF 47 97 GG GB GO GB GG 62 | 14F9:F8 GA AA BB BG BG BS BB 73
1631:DC CD 49 11 98 63 4C 1A BG | 1299:60 GG GG G2 AA 8G GA FF 49 | 15G1:96 BS BB GB BS BB BB BSB D7
1039:GF AD 28 16 FG 19 AD GB 99 | 12A1:AG OB FF E@ 2F AA F8 2E 2B | 1569:60 G8 BS 2A AA BS 2F FF 83
1041:DC 29 16 DG 12 CE 28 16 55 | 12A9:82 BS 2E @6 BB 2E G@ BS 3A | 1511:F8 GA AA AG BB BG BG 1C BS
1049:D@ @5 AQ GC 8D 26 DG 26 B7 | 12B1:2E OG BS 2E GG BS 2E GB 26 | 1519:09 GG GB GB BB BB BB GB 43
1051:4E 11 A9 8G 8D 67 D4 AD F9 | 12B9:B8 2E OG BS 2E GG BS 2E 62 | 1521:98 GB BB BB GB BB BB BC 57
1059:1F D@ 29 G1 FG CA AO G4 7C | 12C1:66 BB 2E BG BS 2E 82 BB 16 1529:98 G8 GC BB BB BC BB BG G5
1061:85 FD A9 6G 85 FC AD 61 75 12C9:2F AA F8 GB FF E@ GA FF 97 1531:6C @@ GO 7F 88 66 7F 86 DC
1069:DG E9 31 4A 4A 4A F@ GF AZ | 12D1:AG G2 AA 8G BB GG GB CC FO | 1539:98 GC BB GB GC BG BB BC D2
1071:AA AS FC 18 69 28 85 FC 65 | 12D9:66 68 G6 GB 2A GB GB 2E 7D | 1541:00 BB GC BB BB BB BB BB EC
1079:98 62 E6 FD CA D@ F4 AD 56 | 12E1:66 9G 2E GB GB 2E GG BB 84 | 1549:G0 BG GO FF FF FF FF FF 73
1081:1¢6 D@ 29 G1 D@ 18 AD GB 55 | 12E9:2E GG GG 2E BG GG 2E GG 64 | 1551:FF FF FF FF 08 66 88 BA 36
1089:D@ 4A 4A 4A 38 E9 G3 4C 4E | 12F1:06 2E G6 GG 2E GG GG 2E 41 | 1559:98 BB GB GB GB GB BB BB 83
1691:A8 10 AD GG DO 4A 4A 4A 4E | 12F9:06 GB 2E GB GB 2E GB GB IC | 1561:48 BB GB GG GB BB GB BB 8B
1699:38 E9 G3 4C A8 16 AD G6 56 | 1361:2E GG GG 2E GB BG 2E BB 7D | 1569:G6 GB BB 18 GB BB 3C BB 8D
1GA1:D6 4A 4A 4A 18 69 1D 18 63 | 1369:66 2E GG GG 2E BG GG 2E SA | 1571:60 FF 6G G1 AS 86 G3 FF EG
16A9:65 FC 85 FC 96 G62 E6 FD 94 | 1311:66 G6 2A 66 36 GG BB 7C FB | 1579:CG 3F FF FC 11 C3 88 3F 8B
1@B1:A2 63 AG 64 Bl FC CD 45 9A 1319:66 6G @@ 2A AA AS 2F FF 38 1581:FF FC 68 G8 GB GG BB GB EA
10B9:11 FO 6F C9 28 DG 14 88 1E 1321:F8 2F FF F8 2E AA B8 2E DA 1589:66 68 86 GB GB BB BB BB B3
10C1:16 F2 A5 FC 18 69 28 85 67 | 1329:460 BS 2A 66 B8 BG GB BB 41 | 1591:66 GB GB BB GB BB BB 5B BC
10C9:FC 98 62 E6 FD CA D@ E2 DA | 1331:66 GG BB BG 3G BB BB BB 51 | 1599:6G GB GB BB GB GB BB GB C3
1@D1:4C 41 11 A9 26 91 FC A9 16 | 1339:B8 2A AA B8 2F FF F8 2E CO | 15A1:60 GO GG GB BO GB GB GB CB
16D9:60 8D 27 D@ AY 81 8D G4 Cl 1341:AA A8 2E GG 36 2E GG GO 65 15A9:06 GG GB GB GB GB GB GB D3
18E1:D4 EE 21 D@ 26 F7 11 26 7C | 1349:2E 66 GO 2E AA A8 2F FF BF | 15B1:68 66 GB GG GB GB GB FF DB
10E9:F7 11 20 F7 11 26 44 ES 45 | 1351:F8 2A AA A8 BG BG BG C4 23 | 15B9:00 GO FF GO SF FF F5 @@ CA
16F1:20 Dl 69 CE 21 D@ CE 4A D8 1359:08 6G @@ AA AA A8 BF FF Al 15C1:60 GG G8 82 26 GB GB GB 16
106F9:11 AD 4A 11 69 8@ 8D FE CC 1361:F8 BF FF F8 BA AA B8 A8 LE 15C9:9G G8 GB GB GB BB BB GB F3
1101:07 A9 G6 8D 17 DG AY G8 41 | 1369:96 BS GB BB BB GB GB BS 3C | 15D1:466 GB BB BG BB BB BB SC 58
1169:8D 1D D@ AY 76 8D 1C DG ED 1371:66 60 B8 GG AA B8 GG BF A6 15D9:08 GG GG GB GB GB GB BB G4
1111:A9 FF 8D 28 16 A9 G66 8D FC 1379:F8 68 AA B8 86 BB BS BO 6E 15E1:66 GG GB GG BB BB BB GB BC
1119:20 D@ AOI G5 8D 27 DG AY 59 | 1381:68 BB BG GG BS AB BO BB F6 | 15E9:96 GO GG 3F CO OG 7F EG ED
1121:86 8D @4 D4 EE 46 11 4C B3 1389:BA AA B8 BF FF F8 BF FF 2E 15F1:08 FG FO O61 EG 76 G1 CB 12
1129:41 11 A9 20 91 FC AQ 11 4C 1391:F8 AA AA A8 8G BB 8G BC 7B 15F9:36 G1 CO 34 BG BB 76 BB 78
1131:8D 64 D4 A9 16 8D G4 D4 E3 1399:60 G8 66 GB BA 8G 2A BB 71 16061:GF EG 80 GF CO GB BC GO FB
1139:CE 46 11 A2 62 26 A7 GF 8F | 13A1:80 2E GB 86 2E OB 86 2E C9 | 1669:08 BC BG BB BC BB BB BG 98
1141:AD 16 DO 60 36 65 G5 GG FD | 13A9:6B 86 2E OB 89 2E OB 86 3F GC G8 E8 56
1149:62 GA 8G GI G2 AD GB DC A2 | 13B1:2E GB 8G 2E BB 86 2E AB 87 GB GG GB 45
1151:29 GF C9 GF DG GF AD BG GBC | 13B9:A8 2F FF F8 2A AB AS GO EG | 1621:60 0G GG EG 2E
1159:8D @8 D4 8D 07 D4 AD 21 BF | 13C1:6B 86 64 GB 86 GB GB 8G DB | 1629:EG GB 71 CB GB 3B 80 BG ED
1161:D6 8D 28 DG 66 AD @@ DC F7 13C9:68 GB 86 68 GB 88 GB BB 28 06 GE 66 ED
1169:4A B@ G3 26 8B 11 4A BG 25 13D1:86 66 GA 86 GG GB GB C4 46 86 66 71 7A
1171:63 26 9C 11 4A BO G3 26 FC 13D9:08 6G G6 GA AA AS 2F FF F6 06 O60 GO F7
1179:AD 11 4A B@ 63 26 D2 11 5A 13E1:F8 2E AA A8 2E G8 GG 2E 8F FF FF FF 75
1181:EE 28 D@ AI 16 8D G8 D4 75 | 13E9:96 GG 2E GG GB 2E GG GG 8E |1651:FF FF FF FF @@ GG GO BA 38
1189:66 @@ AE G1 D@ CA CA EG EY 13F1:2E AA A8 2F FF F8 2A AA C4 o
1191:32 BO G1 60 8E G1 DO BE C7 | 13F9:B8 8G BG BB GB GB BB GB 79
1199:63 DO 60 AE G1 DG EB EB GE | 1461:06 BS GG GG BS 2A GO BB 7E TYPING AIDS
11A1:E8 E9 90 G1 60 8E G1 DG EG | 1409:2E GG BS 2E AA BS 2F FF DB j
11A9:8E 63 DO 60 A8 AE GO DG C4 | 1411:F8 2A AA AG BG BG BB C4 64 MLX, the machine language entry pro-
11B1:D@ G8 AD 16 DG 29 FC 8D A7 | 1419:00 OG GG GA AA AB 2F FF 38 gram for the 64 and 128, and The Auto-
11B9:16 D@ CA CA EG 18 96 G8 AE |1421:F8 2E AA AB 2E GB GG 2E DG || matic Proofreaderare utilities that help
11C1:8E 89 DG 8E G2 DG 98 6G 13 | 1429:00 GG 2E GB GB 2E GB OB CF || youtype in Gazette programs without
11C9:AD 16 DG 29 63 DG Fl 98 4B | 1431:2E G@ GG 2E GB GO 2E GB AF making mistakes, These labor-saving utili-
11D1:60 A8 AE GG DG EB EB DG FG | 1439:00 2E AA AG 2F FF F8 26 ES || Gich Gazette Disk and printed
11D9:48 AD 16 DG G9 G3 8D 1G F9 |1441:AA BS 2E GG BS 2E Gd BB EQ || Hesareoncach’ g p
11E1:D0 £0 41 BG G8 BE GO DG 23 | 1449:2e GB BS 2E AA BB 2F FF 19 | | inissuesof Gazette through June 1990.
11E9:8E G2 DG 98 60 AD 10 DG 22 |1451:F8 GA AA AG GG GG GB BC 94 Ifyou don’t have access to a back is-
11F1:29 63 FG Fl 98 6@ AD 12 5A | 1459:66 OG GG 2A AA A8 2F FF 7A sue or to one of our disks, write and we'll
11F9:D8 C9 6G DG F9 AD 11 DG 7D | 1461:F8 2A AA BS GB GB BS BB E2 send you free copies of both of these
1261:36 F4 AD 11 D@ 29 67 C9 44 | 1469:00 BB GG GG BS GO G2 FB 82 handy utilities. We'll also include instruc-
1209:67 FG GC EE 11 DO AD 11 95 | 1471:00 62 EG as 9B EG GB GB 1D || tions on howto type in Gazette programs.
1211:D@ 2D 48 11 DG EC 60 A2 AG | 1479:80 OG 2F 86 GG 2E GG BB 88 :
1219:09 AG GG AI 90 8D 11 DG 32 | 1481:BE Gd OG BB GG G2 FB GO BE Please enclos: 8 eet sad ee ears
1221:BD 8G 12 85 FD 85 FF BD A2 | 1489:62 E@ 6G GB EG GG OB 88 39 Re yping Aids,
1229:8A 12 85 FC 85 FE 18 69 59 |1491:00 GA 86 G8 GG GG Ga ic 68 | | PUTE’sGazette, 324 West Wendover Av-
1231:28 85 FE 9D 8A 12 96 G2 44 | 1499:06 GG GG GA AA AG 2F FF 98 enue, Greensboro, North Carolina 27408.
AY TE AA BC Ca COMPUTE G39
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How to Type In
COMPUTE’s Gazette Programs
Each month, Gazette publishes pro-
grams for the Commodore 128 and 64,
Each program is clearly marked by title
and version. Be sure to type in the
correct version for your machine, All 64
programs run on the 128 in 64 mode, Be
sure to read the instructions in the cor-
responding article, This can save time
and eliminate any questions which
might arise after you begin typing.
We regularly publish two pro-
grams designed to make typing easier:
The Automatic Proofreader, for BASIC
programs, and MLX, for entering ma-
chine language programs.
When entering a BASIC program,
be especially careful with DATA state-
ments, as they are extremely sensitive
to errors. A mistyped number in a
DATA statement can cause your ma-
chine to “lock up” (you'll have no con-
trol over the computer). If this happens,
the only recourse is to turn your com-
puter off and then on, erasing what was
in memory. This could cause you to lose
valuable data, so be sure to save a pro-
gram before you run it. If your computer
crashes, you can always reload the pro-
gram and look for the error.
When You Reat: Press: See:
{CLR} (suit | { CLRIHOME i
{HOME} CLRIHOME | |
{uP} suirr|{f crsr | | [7
{DOWN} tcrsr | |
{LEFT} SHIFT | |—CRSR —| |
{RIGHT} [—cRsR— i |
{RVS} ferrt|{ 9
{OFF} CTRL 0 be]
{BLK} cre |{ 1 iat
{WHT} cmt] [2 | |
{RED} [cre |{ 3 fal
{CYN} crri|{ 4 EB
G40 COMPUTE DE Ne)
Special Characters
Most of the programs listed in each
issue contain special control characters.
To facilitate typing in any programs
from Gazette, use the following listing
conventions,
The most common type of control
characters in our listings appear as
words within braces: {DOWN} means
to press the cursor-down key; {5
SPACES} means to press the space bar
five times,
To indicate that a key should be
shifted (hold down the Shift key while
pressing another key), the character is
underlined. For example, A means hold
down the Shift key and press A. You
may see strange characters on your
screen, but that’s to be expected. If you
find a number followed by an under-
lined key enclosed in braces (for ex-
ample, {8 A}), type the key as many
times as indicated (in our example, en-
ter eight shifted A’s).
If a key is enclosed in special
brackets, & 4}, hold down the Commo-
dore key (at the lower left corner of the
keyboard) and press the indicated
character.
Rarely, you'll see a single letter of
the alphabet enclosed in braces, This
can be entered on the Commodore 64
by pressing the Ctrl key while typing
the letter in braces. For example, {A}
means to press Ctrl-A.
The Quote Mode
You can move the cursor around the
screen with the Crsr keys, but you may
want to move it under program control,
as in examples like {LEFT} and
{HOME} in the listings. The.only way
the computer can tell the difference be-
tween direct and programmed cursor
control is the quote mode.
Once you press the quote key,
you're in quote mode, which can be
confusing if you mistype a character
and cursor left to change it. You'll see a
graphics symbol for cursor left. Use the
delete key to back up and edit the line.
Type another quotation mark to get out
of quote mode. If things get too confus-
ing, exit quote mode by pressing Re-
turn; then cursor up to the mistyped
line and fix it. If the mistake involves
cursor movement, you must press the
quote key to reenter quote mode. @
When You Read: Press: See: | When You Read: Press: See:
cum Com]: €
corny [REE] t = ae
{BLU} CTRL
{YEL} STN HD | For commodore 64 Only
(mt) C2] Mi) gig — (eevorovone) 3)
(F2} C7] E24 [commopore| | 2 | [iy
(B3} [es] gag [coMMoDORE| | 3 | (gW
(Mt) fr]te] MB] gua [commopore] | + | Fi]
{ 5} Ls ] oy EsJ COMMODORE EE
{ Fo} [sar] [5 _] "| ae] commopore||¢| fj]
{ F7} [7] i k 7 J COMMODORE | 7 le
{ FB} [sur] [7 | | EsJ {comMoporE| | 8| ae
——————)
991